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**Title:** LuckySweeper **Description:** **Details:** LuckySweeper ========= Proof of concept of a minesweeper game in Minetest. NOTE: This game is in a beta state, some things might not yet work properly. Expect bugs. ## Description [Minesweeper](https://en.wikipedia.org/wiki/Minesweeper_(video_game)) ## Licence Code: LGPLv2.1 by xenonca Media: [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by xenonca Mod `player_api`: see corresponding licence **Tags:** mini-game, puzzle, singleplayer **Repository:** https://gitlab.com/xenonca/luckysweeper **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3340, "license": "LGPL-2.1-only", "package_id": "xenonca/luckysweeper", "repo": "https://gitlab.com/xenonca/luckysweeper", "tags": [ "mini-game", "puzzle", "singleplayer" ], "type": "game", "website": "https://xenonca.gitlab.io/content" }
**Title:** Oretracker **Description:** **Details:** # Ore Tracker For tracking what ores are around the player. ## About this mod This is now a modpack, of Orehud and Xray ## Orehud Displays waypoints at positions where ores are present. Just give yourself the orehud priv and then type `/orehud` to toggle it on or off. ## Xray A swapnode xray where it replaces MTG and MCL nodes with counterparts (to retain particular drops). Just give yourself the xray priv then type `/xray` to toggle it on or off. > I use a LBM to fix xray nodes when a server crashes. (Else everything is swapnodes instead) **Tags:** hud **Repository:** https://github.com/programmerjake/OreTracker **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2670, "license": "MIT", "package_id": "ApolloX/oretracker", "repo": "https://github.com/programmerjake/OreTracker", "tags": [ "hud" ], "type": "mod", "website": null }
**Title:** Cucina Vegana **Description:** **Details:** This Mod adds some new plants and spices and recipes for the vegan kitchen in Minetest. With the support of soy, you are able to produce vegan meet, cheese, fish and craft lactose-free milk. You can disable the plants separatly. **Tags:** plants_and_farming **Repository:** https://github.com/acmgit/cucina_vegana.git **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4583, "license": "LGPL-3.0-only", "package_id": "Clyde/cucina_vegana", "repo": "https://github.com/acmgit/cucina_vegana.git", "tags": [ "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Spawn Command **Description:** **Details:** Simple mod, to move players to start point when they type /spawn command. **Tags:** transport **Repository:** https://github.com/minetest-mods/spawn_command **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2628, "license": "LGPL-2.1-only", "package_id": "lag01/spawn_command", "repo": "https://github.com/minetest-mods/spawn_command", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Wrench **Description:** **Details:** The wrench tool allows you pick up nodes with inventories or other metadata, such as chests, signs, drawers, machines, etc, and transport them intact to another location. This mod was originally part of [`technic_plus`](https://content.luanti.org/packages/mt-mods/technic_plus/), but was split out to be a standalone mod. It's now much more powerful, supporting many more mods, and is also safer to use. ### Usage To pick up nodes, simply punch them with the wrench (left-click). The picked-up node can then be placed as normal. ### Supported Mods To make maintaining support easier, wrench only supports specific versions of mods and their nodes. See [README.md](https://github.com/mt-mods/wrench/blob/master/README.md) for the full list. Other versions will likely be compatible, but support is only guaranteed for the versions listed. ### API An API is provided to add support for more nodes. See [API.md](https://github.com/mt-mods/wrench/blob/master/API.md) for details. **Tags:** building_mechanics, storage, tools **Repository:** https://github.com/mt-mods/wrench **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1701, "license": "LGPL-2.1-or-later", "package_id": "mt-mods/wrench", "repo": "https://github.com/mt-mods/wrench", "tags": [ "building_mechanics", "storage", "tools" ], "type": "mod", "website": null }
**Title:** Sculpture **Description:** **Details:** This mod add players ability to make their oven sculpture/statue. * Only tin block is supported as sculpture material now (punch sculpture pedestal with tin or gold block in hand) * No space for errors. What you cut out, cannot be restored. * Use in mod included chisel and hammer to cut material from the sculpture. Place hammer below chisel In your inventory. * Use it with mod [painting 3](https://content.luanti.org/packages/SFENCE/painting/) to enable painting on sculptures with oil colors. * "Shaders" have to be enabled in minetest settings to look well (on the client-side). To make sculpture, place pedestal and punch it with sculpture base material. After it, take chisel and hammer (below chisel in inventory) and cut out excessing material to make final sculpture. When sculpture is finished, punch pedestal again to get it like item into inventory. Finished sculpture can be place like node or place back to pedestal (by punch pedestal with sculpture in hand). Sculpture node uses 6 entities. So, if you want to have many sculptures near to each others, it can be necessary to adjust server number of objects limit (max_objects_per_block). **Tags:** building, decorative **Repository:** https://github.com/sfence/sculpture **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2189, "license": "MIT", "package_id": "SFENCE/sculpture", "repo": "https://github.com/sfence/sculpture", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** mymillwork **Description:** **Details:** mymillwork ======== Crown Mold, Baseboards, Columns and more. You will need a machine to make the millwork. #Craft nothing, steel ingot, nothing steel block, steel block, steel block steel ingot, nothing, steel ingot This mod supports [bakedclay](https://content.luanti.org/packages/TenPlus1/bakedclay/), [ethereal](https://content.luanti.org/packages/TenPlus1/ethereal/), [moreblocks](https://content.luanti.org/packages/Calinou/moreblocks/), [mywhiteblock](https://content.luanti.org/packages/Don/mywhiteblock/) and [myores](https://content.luanti.org/packages/Don/myores/). ---------------------------------------------------------------------------------- API example: ```lua mymillwork.register("default:stone", "default_stone", "Stone", "default_stone.png", {cracky=3, stone=1, not_in_creative_inventory=1}, ) ``` ------------------------------------------------------------------------------------------ Code Licence - MIT Media Licence - CC0 **Tags:** building **Repository:** https://github.com/minetest-mods/mymillwork **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2077, "license": "MIT", "package_id": "Don/mymillwork", "repo": "https://github.com/minetest-mods/mymillwork", "tags": [ "building" ], "type": "mod", "website": "https://donbatman.github.io/mymillwork.html" }
**Title:** Timber Frame **Description:** **Details:** This mod adds timber-framed clay, bricks, cobble, stone and stone bricks to the game. There is a simple API for adding new timeber-framed nodes. **Tags:** building **Repository:** https://github.com/JBBgameich/fachwerk **License:** WTFPL
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5703, "license": "WTFPL", "package_id": "jbb/fachwerk", "repo": "https://github.com/JBBgameich/fachwerk", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Stone-like Blocks for Mineclonia **Description:** **Details:** # Stone-like Blocks for Mineclonia (stonelike_blocks) ## Description Adds polished bricks for andesite, diorite and granite. These blocks can be crafted from it's ```polished``` counterparts. They have variants of stairs, slabs and walls. ### Crafting [ \[<span style="color:red">**Polished**</span>\] \[<span style="color:red">**Polished**</span>\] ] <br> [ \[<span style="color:red">**Polished**</span>\] \[<span style="color:red">**Polished**</span>\] ] &rarr; [<span style="color:red">**Polished bricks 4**</span>] [ <span style="color:red">**Smooth Slab**</span> ]<br>[ <span style="color:red">**Smooth Slab**</span> ] &rarr; [ <span style="color:red">**Smooth Chiseled**</span> ] **Tags:** building, decorative **Repository:** https://github.com/JoseDouglas26/stonelike_blocks **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 631, "license": "MIT", "package_id": "dougsouza26/stonelike_blocks", "repo": "https://github.com/JoseDouglas26/stonelike_blocks", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Musical Instruments **Description:** **Details:** # What is this mod? This mod adds some musical instruments that play notes when you use them. There are currently four base instruments, one extra instrument from another mod and a set of 16 tuned drums. Here is a list of each instrument: 1. Harmonica 2. Banjo 3. Drum 4. Piano (from homedecor mod) 5. Flute (uses moreores mod) 6. Tuned Drums All instruments (excluding the drum) play in the same scale of G major. You can no longer enable/disable each instrument in mod settings, due to a bug that caused instruments to not actually register. I may end up turning this mod into a modpack later on. # How to use these instruments: 1. Harmonica: The harmonica plays chords every time you right-click while holding the instrument. 2. Banjo: The banjo plays individual notes every time you right-click while holding it. 3. Drum: The drum is a unique instrument in that the player doesn't have to stick to a sequence of notes and the player has a choice of what note they want to play. You must place the drum down before you can play it. By right-clicking, you can make a thump sound, which serves as your bass drum sound. If you have already crafted a drumstick, then by left-clicking the drum you can make another sound which serves effectively as your snare sound. With these two sounds, you can produce whatever beat you like. 4. Piano: The piano is actually just the piano from the homedecor mod, but given some functionality. I might add a builtin version of the piano for people who don't want to install homedecor in the future. The piano, like the drum, needs to be placed before it is playable. To play the piano, you simply right-click on the piano. 5. Flute: The flute is played just like the banjo, except you can play it much slower if you like. It plays a modified version of the banjo's set of notes. 6. Tuned Drums: There are several drum tunings that were designed to fit in the key of G major. You can craft string resonators, which you can tune by crafting with colored dye. The resonators and drums are named by the name of the chord they play and their interval from G. These drums work like boomwhackers, except they play chords instead of single notes. # Feedback pls Feedback is very much appreciated, positive is good but I would very much love to hear any negative feedback you may have, as well as suggestions for things to add or fix. Feel free to leave a review so I can improve this mod! If you find bugs or just have suggestions, you can also submit an issue on Gitlab at the following link: https://gitlab.com/MadKamel/minetest_instruments/-/issues **Tags:** sound_music **Repository:** https://gitlab.com/MadKamel/minetest_instruments **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1705, "license": "MIT", "package_id": "mooD_Slayer/instruments", "repo": "https://gitlab.com/MadKamel/minetest_instruments", "tags": [ "sound_music" ], "type": "mod", "website": null }
**Title:** More Boots **Description:** **Details:** This mod was originally made by ClothierEdward (aka u/ClothierCrafter on Reddit), Clothier Edward made the "silk" and "Boots Of Swiftness", I went in and added the items, rocket hammer, slow boots, bouncy boots level one and two, rocket boots, and ultra boots, Rocket booster, and spring. The items allow the user to achive greater speeds and jump to higher heights. **Tags:** player_effects **Repository:** https://github.com/MoomooDude/More-Boots **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5065, "license": "MIT", "package_id": "UbuntuJared/speed_boots", "repo": "https://github.com/MoomooDude/More-Boots", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Bed Rock **Description:** **Details:** <!-- SPDX-FileCopyrightText: 2024 DS SPDX-License-Identifier: CC-BY-4.0 --> # Bed-Rock Luanti mod that adds a rock that you can sleep on. It's cheaper than a normal bed (only one wool required), but it hurts when you sleep in it. The mod is written for Minetest Game. Please open PRs for compatibility with other subgames! ## License Trivial things are licensed under CC0-1.0, code is under Apache-2.0, and nontrivial media under CC-BY-4.0. Look into the indiviual files and into REUSE.toml for details. This repo uses REUSE. **Tags:** survival **Repository:** https://codeberg.org/Desour/bed_rock **License:** Apache-2.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 373, "license": "Apache-2.0", "package_id": "Desour/bed_rock", "repo": "https://codeberg.org/Desour/bed_rock", "tags": [ "survival" ], "type": "mod", "website": null }
**Title:** Death Messages **Description:** **Tags:** multiplayer, survival **Repository:** https://github.com/4Evergreen4/death_messages **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3700, "license": "GPL-3.0-only", "package_id": "Evergreen/death_messages", "repo": "https://github.com/4Evergreen4/death_messages", "tags": [ "multiplayer", "survival" ], "type": "mod", "website": null }
**Title:** Set Player Gravity **Description:** **Details:** The other gravity mods does not changing players gravity exactly how you want it from a command, so i made this one :-) requires: ban command: /setgrav <name> <number> Default gravit: 1 Half gravity: 0.5 Extreamly high grav: 100 (not recmomanded) Very low gravity 0.01 Extreamly low gravity 0.001 (let you jump over the cloads [not recmomanded]) Anti gravity starts from -0.001 and all other combinations... **Tags:** player_effects, server_tools **Repository:** https://github.com/AiTechEye/setpgrav **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1976, "license": "LGPL-2.1-only", "package_id": "AiTechEye/setpgrav", "repo": "https://github.com/AiTechEye/setpgrav", "tags": [ "player_effects", "server_tools" ], "type": "mod", "website": null }
**Title:** Multiple Biome Generator **Description:** **Details:** 230 Pseudorandomly Generated Biomes, Trees, Fruits, Ores, Tools, and Liquids **WARNING: TAKES TIME TO LOAD AND POTENTIALLY TAKES UP RAM: USE WITH CARE** NOT COMPATIBLE WITH V6 MAPGEN **Tags:** adventure__rpg, building, decorative, food, mapgen, survival, tools **Repository:** https://github.com/MistUnky/multibiomegen **License:** WTFPL
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3668, "license": "WTFPL", "package_id": "chaosomnium/multibiomegen", "repo": "https://github.com/MistUnky/multibiomegen", "tags": [ "adventure__rpg", "building", "decorative", "food", "mapgen", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Message Bubbles **Description:** **Details:** # Message Bubbles Message bubbles is a mod that uses the existing nametags above player heads to display chat messages sent by the player. The mod limits how many characters are shown, and how many lines. The default is 1 line limited to 40 characters, but it can be configured to split the message into multiple lines with the character limit applying per-line. (see screenshot for example) The settings can be configured in `minetest.conf`, as defined in the mod's `settingtypes.txt` : ``` message_bubbles_lifetime (Lifetime for message bubbles, in seconds) int 10 1 600 message_bubbles_char_limit (Max number of characters to display per line of message bubble) int 40 5 500 message_bubbles_max_num_lines (Max number of lines to display in a message bubble) int 1 1 10 message_bubbles_prefix (Prefix to show before user message bubble) string Says: ``` ## Compatibilty This mod attempts to be compatible with other mods that modify the nametag by simply appending to existing nametag text, if it exists - however this is still WIP and needs testing. As of Release 0.5, the mod has been tested with the `better_nametags` mod, and now works with it. ## Changelog - 1.0: Released mod, updated screenshot - 0.5: Fixed compatibility issues with other nametag mods; fixed issue with special escape characters that caused message to stay forever - 0.4: Added multiline message bubble support **Tags:** chat **Repository:** https://github.com/ZenonSeth/message_bubbles **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1082, "license": "LGPL-2.1-or-later", "package_id": "ZenonSeth/message_bubbles", "repo": "https://github.com/ZenonSeth/message_bubbles", "tags": [ "chat" ], "type": "mod", "website": null }
**Title:** Spiradilus **Description:** **Details:** The Spiradilus is a rarely appearing, undefeatable entity that haunts every biome of your world. Upon finishing the fight Spiradilus diseappears for an hour before returning to the same spot it was banished, allowing players to attempt to contain it. Players will have to be quick on their feet, ready to dodge its multitude of attacks. Spiradilus will take advantage of your slip ups, eating anything nearby to heal if you run or pulling you off of pillars if you attempt to build your way out of the fight. You can guage how far you are into the fight by looking at its tail, which shortens as it's health drops. Upon defeat, Spiradilus will drop weapons and armor. This mod is still in beta, so expect bugs. I plan on making small additions in the future, including a configurable loot table. **Tags:** adventure__rpg, mobs, survival **Repository:** https://github.com/ElCeejo/spiradilus **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1970, "license": "MIT", "package_id": "ElCeejo/spiradilus", "repo": "https://github.com/ElCeejo/spiradilus", "tags": [ "adventure__rpg", "mobs", "survival" ], "type": "mod", "website": null }
**Title:** Fireworks **Description:** **Details:** Particle driven fireworks for Minetest. **Tags:** player_effects **Repository:** https://github.com/KaylebJay/fireworks **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2827, "license": "MIT", "package_id": "CalebJ/fireworks", "repo": "https://github.com/KaylebJay/fireworks", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Guns4d (library) **Description:** **Details:** # 4dguns ## This library is currently not being maintained until next summer (2026). Expect maintenance and updates during the summer of 2026. Until then, this is abandonware. ##### WARNING: disable view bobbing. Due to engine limitations view bobbing breaks the aiming and it looks weird and makes it harder to aim while moving. ##### WARNING: this is not a mod, this is a library, for gun mod(s) see below ##### ATTENTION: the API is currently mostly undocumented due some issues surrounding documenting classes ## A library/framework which allows the addition of 3d guns! Called 4dguns as it is the successor to the 3dguns project. It intends to be game agnostic. gun mods: [guns4d_pack_1](https://content.luanti.org/packages/fatalerror420/guns4d_pack_1/) This library's features include: ## Features * 3d guns (duh) * Rotation around player's view for recoil, sway, breathing and walking * Rotation of the gun itself for (the above) * player and gun animations * Aim down sights * Pellet spread * Highly in depth wallbanging system (work in progress) * In depth ballistics system (work in progress, mod support needed) * High quality bullet passing sound effects * Weapon firemodes * Highly modular API which allows for modification of virtually every component in a gun * gun modifications future features include: * support for stamina * actual documentation(almost there! ) ## Required/supported mods: Guns4d requires a mod which gives the player a 3d model. Make an issue [here](https://github.com/FatalistError/guns4d/issues) for mods which are not supported that you wish to be supported. A breakdown of the process of patching mods is in the works. The following mods are currently supported: * `player_api` (Minetest Game) * `3d_armor` * `multi_jointed_player` For hard requirements, see the dependencies. ## Controls The DEFAULT controls are as follows, please note that different mods may add or change controls. * shift+zoom: change firemode (if applicable) * zoom: unload/load (you can choose to hold this if you'd like aswell) * left click: fire * right click: aim Make an issue if you wish to request support for other mods. **Tags:** library, tools **Repository:** https://github.com/FatalistError/guns4d **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11368, "license": "MIT", "package_id": "fatalerror420/guns4d", "repo": "https://github.com/FatalistError/guns4d", "tags": [ "library", "tools" ], "type": "mod", "website": "https://fatalisterror.github.io/guns4d/" }
**Title:** Interior Decor **Description:** **Details:** Mod made for fun with open source model found by Lemente. Sorry for making yet another decor mod **Tags:** creative, decorative **Repository:** https://github.com/TerraQuest-Studios/interior_decor **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1842, "license": "MIT", "package_id": "wsor4035/interior_decor", "repo": "https://github.com/TerraQuest-Studios/interior_decor", "tags": [ "creative", "decorative" ], "type": "mod", "website": null }
**Title:** Barchairs **Description:** **Details:** Build your own Pub. A simple and small mod, which adds various barchairs and bars to Minetest. **Tags:** decorative **Repository:** https://github.com/acmgit/minetest_barchairs.git **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3797, "license": "GPL-3.0-only", "package_id": "Clyde/barchairs", "repo": "https://github.com/acmgit/minetest_barchairs.git", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Air Currents (wind) **Description:** **Details:** # Air Currents sum_air_currents In development. Expect issues! * can push players * can push entities that implement it * particles that show wind direction * commands and settings for configurability * no sounds yet * doesn't apply underground, only when 15 light level (which is only in natural light) or tests for natural light (mte 5.6) * works with [sum_airship](https://content.luanti.org/packages/Sumianvoice/sum_airship/) for smoke and airship being affected by wind This is primarily for airships, but can effect flying with elytra in mcl for example. Should be compatible with any game, and almost any engine (if the get_natural_light function is not available it defaults to a pre 5.6 method). ## Documentation The global var is `sum_air_currents`. Use this to get the wind or set anything. For most uses you can do ```LUA local wind = vector.new() if sum_air_currents ~= nil then ⠀⠀wind = sum_air_currents.get_wind() end ``` You can also use `apply_wind`: ```LUA local new_vel = sum_air_currents.apply_wind(vel, pos) ``` All of these methods are turned on or off with the command `wind off/on` and `wind pushentities true/false`. More documentation will come with time. **Tags:** environment, library, survival **Repository:** https://codeberg.org/SumianVoice/sum_air_currents **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1761, "license": "MIT", "package_id": "Sumianvoice/sum_air_currents", "repo": "https://codeberg.org/SumianVoice/sum_air_currents", "tags": [ "environment", "library", "survival" ], "type": "mod", "website": null }
**Title:** Cups **Description:** **Details:** This mods adds a few decorative cups: * Bronze Cup * Silver Cup (requires `moreores` mod) * Golden Cup * Diamond Cup **Tags:** creative **Repository:** https://repo.or.cz/minetest_cups.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2907, "license": "MIT", "package_id": "Wuzzy/cups", "repo": "https://repo.or.cz/minetest_cups.git", "tags": [ "creative" ], "type": "mod", "website": null }
**Title:** Omnidriver **Description:** **Details:** It's the ultimate screwdriver. You'll never need another screwdriver. ### Features - The only screwdriver (as far as I know) capable of rotating all 8 rotation types. - Multiple operation modes, including copy and paste. - Soft sounds (no more sonic-boom screwdriver). - Unlimited uses (by default, can be changed with a setting). ### Usage The omnidriver has four different modes of operation, the first three work similar to each other, while the last one works a bit different. - Hold the sneak key (default `Shift`) and left-click to cycle between modes. **Single-axis rotation types** Because of their simplicity, the behavior for rotating `4dir`, `color4dir`, `degrotate` and `colordegrotate` are the same between all three rotation modes: - Left-click or right-click to rotate clockwise (as viewed from above). - Hold the special key (default `E`) to reverse direction. - For `degrotate` only, right-click allows for more precise rotation. **1 - Rotate Vertical / Rotate Horizontal** This is the simplest mode to use, and the most reliable. - Left-click to rotate clockwise (as viewed from above). - Right-click to rotate towards yourself (think of a wheel rolling towards you). - Hold the special key (default `E`) to reverse direction. **2 - Push Edge / Rotate Pointed** This mode will be familiar to anyone that has used the [`rhotator`](https://content.luanti.org/packages/entuland/rhotator/) or [`screwdriver2`](https://content.luanti.org/packages/12Me21/screwdriver2/) mods, as it functions identically. It rotates based on what part of the node you are looking at. - Left-click to "push" the edge you are looking at away from you. - Right-click to rotate the face you are looking at clockwise. - Hold the special key (default `E`) to reverse direction. **3 - Rotate Face / Rotate Axis** This mode is identical to the default screwdriver in Minetest Game. - Left-click to rotate to a different face. - Right-click to rotate around the node's local "up" axis. - Hold the special key (default `E`) to reverse direction. **4 - Paste / Copy** This mode is used to copy rotation values between nodes. It only works to copy between "compatible" rotation types (for example, it can copy from `facedir` to `colorfacedir`, but not from `facedir` to `degrotate`) - Left-click to paste a stored rotation to the target node. - Right-click to copy the rotation of the target node. - Hold the special key (default `E`) to copy or paste a secondary rotation. **Tags:** building_mechanics, tools **Repository:** https://github.com/OgelGames/omnidriver **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1083, "license": "MIT", "package_id": "OgelGames/omnidriver", "repo": "https://github.com/OgelGames/omnidriver", "tags": [ "building_mechanics", "tools" ], "type": "mod", "website": null }
**Title:** Isabella II **Description:** **Details:** # Isabella II **Original by: Bonemouse** This is a Minecraft texture pack with a very moody, dark, depressing feel. Converted and improved for Minetest. For more development info, check out the GitHub page. **Tags:** 16px **Repository:** https://github.com/minetest-texture-packs/Isabella-II **License:** CC-BY-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7026, "license": "CC-BY-3.0", "package_id": "zayuim/isabellaii", "repo": "https://github.com/minetest-texture-packs/Isabella-II", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Baby Sun **Description:** **Details:** This texture pack replaces the default sun texture with a cartoon sun with a baby's face in the middle. You may recognise this from a certain children's television show which starts with T- and ends with -ies. Not to worry, I drew it myself so it's not *copy*wronged, just kind of wrong in a cursed way because of my amazing drawing skills. The pack should be compatible with any game that doesn't set a custom sun texture. I tested it with a few, and it works with: * Minetest Game * Mineclone2 (so should work with other Mineclon* games) * Repixture * Hades Revisited ..and probably many others. **Tags:** april_fools **Repository:** https://github.com/Montandalar/baby_sun **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1217, "license": "CC-BY-SA-4.0", "package_id": "Blockhead/baby_sun", "repo": "https://github.com/Montandalar/baby_sun", "tags": [ "april_fools" ], "type": "txp", "website": null }
**Title:** Simple Crafting **Description:** **Details:** # Simplified Crafting Provides a simplified crafting interface for Minetest Game and other games using sfinv. It shows all things you can craft. You can click on one and see the recipes that you have the items for. You can click on craft to execute it once or on 10× next to it, to do it 10×. Recipes using replacements like returning a bucket when you craft with a bucket of water will also return all items or drop them next to the player if the inventory is full. It works and it **works with all mods adding crafting recipes.** The search function works with display names and id names. Case insensitive. All Lua patterns allowed such as ^ to match the start or $ to match the end of a string. Safe to uninstall without breaking anything. ## VoxeLibre and Mineclonia Only implemented for survival mode. Due to the inventory already being to cluttered, you have to click on the anvil button and then the Simple Crafting dialog will appear. **Tags:** crafting, survival **Repository:** https://gitgud.io/blut/simple_crafting/ **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 615, "license": "CC0-1.0", "package_id": "shaft/simple_crafting", "repo": "https://gitgud.io/blut/simple_crafting/", "tags": [ "crafting", "survival" ], "type": "mod", "website": null }
**Title:** Mineclone2 Underwater Challenge **Description:** **Details:** # Mineclone2 Underwater Challenge ### by NO11 A survival challenge for Mineclone2. Try to survive in a flooded world. At the start you get a water breathing potion. After that, you should think about how else you can survive. Maybe with doors? ;) **Tags:** mapgen, survival **Repository:** https://github.com/NO411/mcl_underwater_challenge **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1883, "license": "GPL-3.0-only", "package_id": "NO11/mcl_underwater_challenge", "repo": "https://github.com/NO411/mcl_underwater_challenge", "tags": [ "mapgen", "survival" ], "type": "mod", "website": null }
**Title:** Spacecannon **Description:** **Details:** Adds three scifi/space cannons with various projectile-speed and explosion-strength. The cannons need HV-Power from a `technic` network and can be controlled via formspec/hand, mesecons or digilines. They also need to charge first, which can take a couple of seconds depending on cannon-type. The projectile detonates on impact but only in _non-protected_ areas! **Tags:** pve, technology, tools **Repository:** https://github.com/mt-mods/spacecannon **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3790, "license": "MIT", "package_id": "mt-mods/spacecannon", "repo": "https://github.com/mt-mods/spacecannon", "tags": [ "pve", "technology", "tools" ], "type": "mod", "website": null }
**Title:** Map Tools **Description:** **Details:** This mod adds some “map tools” that can be useful for creating custom maps or preventing griefing on multiplayer servers. - unbreakable blocks: some common blocks available in an unbreakable, non-flammable, non-falling, non-decaying form, plus a "full grass" block with grass texture on all sides. They can only be destroyed with the Admin pickaxe. - infinite fuel: some fuel item lasting for a (near)-infinite time. Don't worry about the "near" — it lasts for about 50 in-real-life years. - admin pickaxe: some purple pickaxe with an infinite durability, mining very fast - can remove unbreakable blocks, swinging instantly. Available in two variants: "with drops" and "without drops", the latter can dig non-empty containers. - super apples: apples which heal 10 hearts, non-flammable. - player clip and "full" clip: invisible blocks or faces (the faces also prevent fall damage), preventing players from leaving the map, or preventing players from interacting with objects. - "light blocks" and "light bulbs": invisble nodes blocking or emitting light. - "damage blocks": dealing 0.5, 1, 1.5, 2, 2.5 hearts of damage a second (or killing instantly). - "climb blocks": invisible blocks which act as ladders, can be used to slow down falls. - pushers: bouncy! - "build prevention" and "interact prevention": prevents building or interacting with objects on certain types of blocks, can be used to avoid griefing. - "smoke" blocks: some smoke (doesn't deal damage). - fake ladders: unbreakable ladders that can't be climbed. - permanent fire, fake fire, igniters: the first two do not spread to flammable blocks (permanent fire does damage, fake fire doesn't), the third one is an invisible block that will set nearby flammable blocks on fire. **Tags:** creative, world_tools **Repository:** https://github.com/calinou/maptools **License:** Zlib
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4669, "license": "Zlib", "package_id": "Calinou/maptools", "repo": "https://github.com/calinou/maptools", "tags": [ "creative", "world_tools" ], "type": "mod", "website": null }
**Title:** Subtitles **Description:** **Details:** Subtitles ========= This mod adds multiple styles of on-screen subtitles for sound effects. Subtitles are disabled by default in multiplayer, and can be enabled and configured for each player. You can access your subtitle preferences by clicking the ![Subtitles icon] button in the inventory or by typing `/subtitles` in chat. Supported Games and Mods ------------------------ Descriptions are provided for these games: - Alter - Builda City - Glitch - Jail Escape - Mineclonia - Minetest Game - Moontest - NodeCore - Repixture - Subway Miner - Super Sam - VoxeLibre Descriptions are provided for these mods: - Advanced Trains - Basic Trains - More Trains - DlxTrains - Neat Trains - Freight Train - JR E231 - Ambience - Animalia - Creatura - Anvil - APercy's aeroplanes - Demoiselle - Ju52 - PA28 - Super Cub - Super Duck Hydroplane - Ultralight Trike - Arena_Lib - Automobiles Pack - Awards - Bedrock - Bees - Bell - Bows - BWeapons Modpack - Castle Weapons - Death Compass - DFCaverns - Digtron - Documentation System - Draconis - CCompass - Enderpearl - Fishing! - Gunslinger - Home Decor - Hudbars - i3 - Mesebox - Mesecons - Mese Portals - MineClone 2 C418 Records - Minetest Game Plus - Mobs - Mobs Animal - Mobs Monster - Mobs Creature - Mobs Skeleton - Mobs MC - Mob Horse - Extra Mobs - Nether - New Fireworks - NextGen Bows - Pedology - Pyramids - Radiant Damage - Real Torch - Regional Weather - Ropes - Scythes and Sickles - Shifter Tool - Sounds - Spyglass - Stamina - Steampunk Blimp - Storage Drawers - Torch Bomb - Travelnet - Unified Inventory - Vacuum - Vehicles - Weather - X Clay - X Enchanting UI integration is provided for these games and mods: - Simple Fast Inventory (via SFInv Buttons) - Unified Inventory - i3 - Repixture Supporting Subtitles in Your Mod -------------------------------- There are two ways a mod can support subtitles. You can associate a description with a sound name using `subtitles.register_description(sound_name, description)`: subtitles.register_description('default_dig_metal', S'Metal clangs'); Alternatively, you can specify a description by setting `description` or `subtitle` in either the sound spec or the parameters when playing a sound: minetest.sound_play('default_dig_metal', {gain = 0.5, description = S'Metal clangs'}); minetest.sound_play({name = 'default_dig_metal', description = S'Metal clangs'}, {gain = 0.5}); This also works in node definitions: minetest.register_node('foomod:foobarium', { description = S'Foobarium'; sounds = { dig = {name = 'default_dig_metal', description = S'Foobarium breaks'}; footstep = {name = 'default_dig_metal', description = S'Footsteps on foobarium'}; }; }); You can specify how long to display the subtitle by setting `duration` on either the spec or the parameters. You can disable the subtitle for a sound by setting `no_subtitle = true` on the spec or parameters, or by setting the description to an empty string. [Subtitles icon]: data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQAgMAAABinRfyAAAACVBMVEUAAAAAAAD///+D3c/SAAAAAXRSTlMAQObYZgAAAC5JREFUCFtjYEAFrKGhAQxSq1YtQSckp6WmQFmR06As1tDMAKCeFJBGEIPBgQEAwEwSV24kTgQAAAAASUVORK5CYII= "Subtitles" **Tags:** hud **Repository:** https://codeberg.org/SilverSandstone/subtitles **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1212, "license": "MIT", "package_id": "SilverSandstone/subtitles", "repo": "https://codeberg.org/SilverSandstone/subtitles", "tags": [ "hud" ], "type": "mod", "website": null }
**Title:** mcl_edit_signs **Description:** **Details:** # mcl_edit_signs Rightclick a sign to edit the text. Works inMineClone2, mineclonia support removed since mineclonia supports this natively now (use mcl_signs_editable setting) **Tags:** building_mechanics, gui **Repository:** https://codeberg.org/cora/mcl_edit_signs.git **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 930, "license": "GPL-3.0-or-later", "package_id": "cora/mcl_edit_signs", "repo": "https://codeberg.org/cora/mcl_edit_signs.git", "tags": [ "building_mechanics", "gui" ], "type": "mod", "website": "https://codeberg.org/cora/mcl_edit_signs" }
**Title:** Mesecons Onlinedetector **Description:** **Details:** # Mesecons Online Detector Add an online detector to `mesecons` minetest mod. Emit a mesecon signal if any given players are connected. **Tags:** multiplayer, technology **Repository:** https://github.com/AFCMS/mesecons_onlinedetector **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1406, "license": "GPL-3.0-only", "package_id": "AFCM/mesecons_onlinedetector", "repo": "https://github.com/AFCMS/mesecons_onlinedetector", "tags": [ "multiplayer", "technology" ], "type": "mod", "website": null }
**Title:** SzUtilPack **Description:** **Details:** A collection of miscellaneous mods for Minetest providing "utility" functionality: management features, bug workarounds, and libraries for other mods. Each mod includes an individual README file with details on its use. Each mod in the pack is effectively independent, with minimal or no dependencies (including on any assumed underlying game) and they can be enabled/disabled individually. Mods are distributed as a single pack because they have a single shared maintenance/release cycle. --- The following mods have no special dependencies: - [szutil_admin](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_admin/README.md): Alternative to the "admin" command that lists moderation team members - [szutil_authcache](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_authcache/README.md): Fix engine performance problems with player priv check - [szutil_basics](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_basics/README.md): Adds small/miscellaneous administrative features - [szutil_chatsounds](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_chatsounds/README.md): Configurable beep notifications for in-game chat - [szutil_cinecam](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_cinecam/README.md): Configure a player as a camera for unattended livestreaming - [szutil_clocksync](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_clocksync/README.md): Synchronize in-game clock smoothly with real-time clock so users can log in at predictable times of day - [szutil_controlhud](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_controlhud/README.md): Togglable on-screen input control HUD, useful for demo recording - [szutil_fixhack](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_fixhack/README.md): Fix lighting and fluid bugs automatically and continuously in background - [szutil_givemenu](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_givemenu/README.md): Menu-driven searchable version of the /give command - [szutil_idlekick](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_idlekick/README.md): Automatically kick idle players after a timeout - [szutil_lag](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_lag/README.md): Simple command to set server lag level - [szutil_lagometer](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_lagometer/README.md): Optional on-screen server performance meter HUD - [szutil_logtrace](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_logtrace/README.md): Allow privileged players to monitor server log trace in chat - [szutil_lua](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_lua/README.md): Arbitrary lua code chat command - [szutil_maplimitfx](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_maplimitfx/README.md): Display particle visual at hard map boundaries - [szutil_motd](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_motd/README.md): Display a formspec MOTD to players on login, only if updated since the last view - [szutil_motdagree](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_motdagree/README.md): Players must accept the MOTD via chat command to get privs - [szutil_namehud](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_namehud/README.md): Simple togglable HUD showing the names of all online players - [szutil_nowonline](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_nowonline/README.md): Periodically announce cumulative list of online players, for chat bridges - [szutil_offlinepos](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_offlinepos/README.md): Access player positions when offline, support teleports and waypoint HUDs - [szutil_pruneplayers](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_pruneplayers/README.md): Automatically clean out old unused players - [szutil_restart](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_restart/README.md): Externally-triggerable server restarts with countdown/warnings - [szutil_roles](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_roles/README.md): Manage privs via special privs that represent groups of other privs - [szutil_runas](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_runas/README.md): Run a command as another user with password auth - [szutil_stealth](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_stealth/README.md): Make a player as close to completely invisible to players as possible, for moderation or spectation use - [szutil_suadmin](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_suadmin/README.md): Change admin access to be based on a /su (password) command, instead of by player name - [szutil_telecode](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_telecode/README.md): Teleportation by opaque codes that can be shared, saved, and published - [szutil_teleportfix](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_teleportfix/README.md): Work around teleport failures for high-latency players - [szutil_usagesurvey](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_usagesurvey/README.md): Collect usage statistics per-mapblock on how each is being used - [szutil_watch](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_watch/README.md): Allow privileged/invited players to attach to and spectate other players - [szutil_xplevel](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_xplevel/README.md): Grant players privs based on "experience" accumulated by playing --- The following mods require **LuaSockets** to be installed on the host system, and the mod to be added to the `secure.trusted_mods` setting: - [szutil_chatsocket](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_chatsocket/README.md): Expose in-game chat stream as a unix-domain socket for arbitrary chat integrations - [szutil_consocket](https://gitlab.com/sztest/szutilpack/-/blob/acd2a34/szutil_consocket/README.md): Open a unix-domain socket for admins to access an administrative command console **Tags:** complex_installation, environment, library, player_effects, server_tools, transport, world_tools **Repository:** https://gitlab.com/sztest/szutilpack **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5063, "license": "MIT", "package_id": "Warr1024/szutilpack", "repo": "https://gitlab.com/sztest/szutilpack", "tags": [ "complex_installation", "environment", "library", "player_effects", "server_tools", "transport", "world_tools" ], "type": "mod", "website": null }
**Title:** Smart Shop **Description:** **Details:** Like the title says, this is a smart and easy shop, that also will fit everywhere. it is a mix of a vending machine, a shop, item frames and light. You can toogle it unlimited or limited if you have give or creative (unlimited will not take or add stuff to its inventory) wifi storage, send to and refill from storages automatically you can connect 1 or 2 storages for each smartshop. even this works with pipeworks + mesecons **Tags:** commerce, inventory, multiplayer, technology **Repository:** https://github.com/AiTechEye/smartshop **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7878, "license": "LGPL-2.1-only", "package_id": "AiTechEye/smartshop", "repo": "https://github.com/AiTechEye/smartshop", "tags": [ "commerce", "inventory", "multiplayer", "technology" ], "type": "mod", "website": null }
**Title:** Realistic Player Names **Description:** **Details:** # NOTICE: I would suggest using the fork [real_names_redo](https://github.com/axcore/real_names_redo) it has a far better setup and supports more name systems. # Real Names This is a Mod for [Minetest](https://www.minetest.net/) ( [Github Repo](https://github.com/Minetest/minetest)), that gives realistic name to very player Example: *** Sam joined the game. Sam has joined the game for the first time, under the name of 'Jayce Carpenter' or Sam has joined the game for the first time, under the name of 'Samantha Collins' There is a total of 454,000 possible names. 227000 possible boy names and 227000 possible girl names. View the Minetest forum post here [here](https://forum.minetest.net/viewtopic.php?f=9&t=23729) /change | Shows the real_name gender choice formspec to yourself /change [player] | Shows the real_name gender choice formspec to the chosen player /change [player] [First name] [Last name] | Changes the chosen players name All of the above require the 'change_name' priv **Tags:** adventure__rpg, multiplayer **Repository:** https://github.com/Extex101/real_names **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2231, "license": "MIT", "package_id": "Extex/real_names", "repo": "https://github.com/Extex101/real_names", "tags": [ "adventure__rpg", "multiplayer" ], "type": "mod", "website": null }
**Title:** Enchantments Extractor **Description:** **Details:** ## Introduction Enchantments extractor enables MineClone2 users(mineclonia, MineClone5, etc) to extract separate enchantments from items into books, or from books into separate books. The Enchantment Extractor takes books and the item you want to extract, as input. ### Technical's There is 1 item slot for the regular books, 1 item slot for the item you want to extract. and 9 output slots where the extracted enchants go. THe first input slot you can only put "mcl_books:book" the second, you can put any item with an enchant on it. the output you cannot put only take items Put labels above the inputs and outputs. **Tags:** gui, magic **Repository:** https://github.com/JamesClarke7283/enchantments_extractor **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 489, "license": "GPL-3.0-or-later", "package_id": "Impulse/enchantments_extractor", "repo": "https://github.com/JamesClarke7283/enchantments_extractor", "tags": [ "gui", "magic" ], "type": "mod", "website": null }
**Title:** Industrial Mese **Description:** **Details:** **_Industrial Mese_ – A quality of life mod for Minetest Game** ## Intention In *Minetest Game* Mese is a very rare material coming in the form of crystals or blocks. Mese can be used for crafting fast and long-lasting tools and some other items. With additional mods Mese becomes more versatile. Various mods use it as ingredients for technical or magical items. If you like the challenge of Mese being a rare and harder to get element, or if you use a game that adds a different mechanic for better tools or magic/technic then this mod might not be the right mod for you. But if you see Mese as “just another thing to use” then you could be interested in this mod. *Industrial Mese* adds, well, industrial Mese. Created as described below it can be used just like regular Mese. The mod automatically adds alternative recipes for all recipes using Mese. Just replace the Mese items in recipes with the corresponding *Industrial Mese* items (see compatibility section for details). ## Functionality Since the Content Database does not allow external screenshots to be shown I cannot show crafting screenshots here. Please check out the readme on GitLab for that. Creating an industrial Mese crystal needs some steps of preparation and crafting the base materials. First You need to get a Mese crystal fragment. This can be done by either crafting them using a Mese crystal or by fighting Mese monsters when you have *Mobs Redo* installed. You also need a cutting agent to dilute the Mese powder. For this, loosed cobblestone is used. It can be crafted from regular cobblestone. Then you need to mix those two ingredients together to create diluted Mese powder. Then you need to add water to the diluted Mese powder. This wet diluted Mese powder can be molded into a crystal using a Mese crystal mold. The molded Crystal then needs to be cooked. With the crystals you can now craft all things you can usually craft with regular Mese crystals, too. Some recipes only yield ~70 percent of the result due to the lower quality of the industrial Mese crystals. ## Compatibility The mod was tested with and is intended for Mesecons, Pipeworks, and Technic as mods for *Minetest Game*. It uses delayed registration of alternate recipes. That means that all mods are automatically supported by *Industrial Mese* without any further action (assumed that those mods do not use delayed registration of their items. In this case race conditions could occur). During testing it was made sure that no loopholes for creation of unlimited Mese were present. If mods allow uncrafting of the default tools for example then regular Mese crystals are returned which can be used to create industrial Mese crystals. **Tags:** crafting, survival **Repository:** https://git.0x7be.net/dirk/imese **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2904, "license": "MIT", "package_id": "Linuxdirk/imese", "repo": "https://git.0x7be.net/dirk/imese", "tags": [ "crafting", "survival" ], "type": "mod", "website": null }
**Title:** Wreckage **Description:** **Details:** Wreckage is a mod where you become a blacksmith. You'll have to work with various resources: wood, steel, gold, and you'll have to combine them to find the best tool for you! The main idea of the mod is to implement a variety of gameplay in terms of creating multifunctional tools. To start learning Wreckage, create a blacksmith's handbook using a regular book and a wooden pickaxe. Credits ============ «Axis Tools» was originally created by PolySaken Link to the [**original mod**](https://content.luanti.org/packages/mt-mods/axistools/) «Simple Anvil» was originally created by Skamiz Link to the [**original mod**](https://github.com/Skamiz/simple-anvil?ysclid=m62sxkukp1739702703) Modifed by keym3n Changes ============ Changes affected in the «Simple Anvil» modification: Anvil Added slots. The interface, texture, model and sounds of the anvil have been changed, the functions of repairing a broken tool, modifying the tool and restoring the strength of the tool have been added. Melting furnace Added slots. The interface, texture, model, and sounds of the melting furnace have been changed, and the ingot production time interval has appeared, which lasts five seconds. During the operation of the melting furnace, the texture changes its appearance. Changes made to the «Axis Tools» modification: The code has been redesigned, some materials have been cut out, others have been added, and new properties, modifiers, and textures have been added. Tools break down into a state of unusability that can be repaired. **Tags:** crafting, survival, tools **Repository:** https://github.com/keym3n/wreckage **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 263, "license": "LGPL-2.1-or-later", "package_id": "keym3n/wreckage", "repo": "https://github.com/keym3n/wreckage", "tags": [ "crafting", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Golden Tools **Description:** **Details:** # Golden Tools Add Golden Tools to your world<br>The tools durability of the tools is short, but the efficiency of the tools are OP Adds: * Golden Sword * Golden Pickaxe * Golden Axe * Golden Shovel **Tags:** survival, tools **Repository:** https://github.com/EISHU-MT/golden_tools **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 947, "license": "MIT", "package_id": "KareaGhandTrail/golden_tools", "repo": "https://github.com/EISHU-MT/golden_tools", "tags": [ "survival", "tools" ], "type": "mod", "website": null }
**Title:** NodeCore Cats **Description:** **Details:** Adorable cats for NodeCore! They come in 7 different colors and have almost a hundred unique names. They meow when you pick them up, purr when you pet them, (sometimes cough up hairballs) but for the most part, they sit still and contentedly watch you work, occasionally reminding you of their presence. These perfectly cubic indestructible cats will fit nicely into any build, even serving as load-bearing structural members, though beware that future updates may bring different, and possibly less desirable, behaviors. If you want cats in your world, this mod will add the necessary materials to mapgen, but you will need to find them and figure out how to make the actual cats yourself. The in-game Discovery system provides some guidance, and here are a few extra clues: - Incubating cats love immersion in intense heat. - Cat prills can only be forced into cobble that is energetic enough. - There is a "skyblock" recipe for cat prills for situations where finding ore is impossible. It requires quite a lot of seed material, which needs to accumulate a lot of energy. ***N.B. Not all mechanics are final.*** Future versions should retain compatibility, but all items, behaviors, and mapgen parameters may be subject to change, including changes that may not match already-generated map areas. Cats may contain hidden features, and are processed in a facility that also processes hidden features. **Tags:** decorative, mapgen, mobs **Repository:** https://gitlab.com/sztest/nc_cats **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3199, "license": "MIT", "package_id": "Warr1024/nc_cats", "repo": "https://gitlab.com/sztest/nc_cats", "tags": [ "decorative", "mapgen", "mobs" ], "type": "mod", "website": null }
**Title:** Lost My Pixels **Description:** **Details:** # Lost My Pixels A noisy, low-res Minetest texture pack. This primarily targets only Minetest Game, though I might add some textures for other mods. The current textures primarily cover naturally occurring nodes. **Tags:** less_than_px **Repository:** https://codeberg.org/ekl/lost_my_pixels **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1283, "license": "CC0-1.0", "package_id": "ekl/lost_my_pixels", "repo": "https://codeberg.org/ekl/lost_my_pixels", "tags": [ "less_than_px" ], "type": "txp", "website": null }
**Title:** Mail **Description:** **Details:** This is a fork of @cheapie's mail mod It adds a mail-system that allows players to send each other messages in-game and via webmail (optional). Use it with the `/mail` command or the provided button in the `unified_inventory` mod. You can either `/mail <player>` to compose quicker. It is compatible with all 5.x Minetest versions (tests based on mtt). # Features * Inbox page * Outbox page * Saved drafts * Read/unread marks * To/Cc/Bcc system * Intuitive UI * Contacts book * Mailing lists * Sorters/filters * Multiple selection * Settings * Trash * Multiple notification options * Anti-spam detection * Muting list * Custom recipient handler (such as Advtrains) * Translated in : English, French, German, Traditional/Simplified Chinese, Brazilian Portuguese, Hungarian, Spanish, Indonesian Credits and other infos in README --> [Leave a reply if you liked the mod =)](https://content.luanti.org/packages/mt-mods/mail/review/) **Tags:** chat, gui, multiplayer **Repository:** https://github.com/mt-mods/mail **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1705, "license": "MIT", "package_id": "mt-mods/mail", "repo": "https://github.com/mt-mods/mail", "tags": [ "chat", "gui", "multiplayer" ], "type": "mod", "website": "https://github.com/mt-mods/mail" }
**Title:** SuperQuest **Description:** **Details:** # SuperQuest A Minetest mod that allows to create active quests and challenges. ## Nodes The mod contains the following nodes: - Flag - Digiline-requiring flag - Quest Machine - Flat Quest Machine ## Completing quests To complete a quest, you need to punch all the flags which belong to the quest. To get a reward, after punching all the flags, you need to punch a quest machine which belongs to the quest (network). Reward for the first completion might be different from reward for further completions. If the quest machine's internal inventory does not contain enough items, you won't be able to get the reward until it will be refilled. The maximum number of completions of a quest for one player might be restricted. Flags can also be triggered automatically when a player entered a cubic area around the flag specified in the flag's configuration, if the feature is enabled in mod's config. It was decided to use a cubic area instead of a spherical one to make it more customizable. Need to mention that in some time flags might not be triggered when the player entered the area. This might happen because of a big lag or the player entered it for a very short time (scanning occurs periodically, once per second by default); in this case, the flag should be punched manually. Except of ordinary flags, there are also "Digiline-requiring flags" which can be activated only after receiving the corresponding Digiline message. How can the flag receive the corresponding message depends on the quest itself, and it's the quest owner's responsibility to make it clear for players which are completing the quest and which are not familiar with Digilines. To complete a timed quest, it needs to be started first by pressing the "Start" button in the quest's Quest Machine. If the quest wasn't completed within the time limit, the progress (triggered flags) will be reset. Players can teleport to Quest Machines after completing the quest as well as last counted flag in case of death during completion of the quest if it's enabled by server and the quest's author, and if there is enough place to teleport. If the last counted flag doesn't support teleportation, the player will be teleported to the last counted flag which supported teleportation at the moment of counting if there is such a flag (if the teleportation to the flag became unavailable between the two events, the player won't be able to teleport). This feature exists to allow players avoid extra actions like traveling from the last counted flag to the Quest machine which could be quite far from each other, or allow to continue completing the quest in case of death without necessity to start it from scratch. For this reason, the player can teleport only to the latest location, and it's cleared after taking the reward or logging out, so it shouldn't be used as a reliable method of teleportation. Teleportation is performed with a chat command specified in the corresponding section. By right-clicking a quest machine, you can see: - How many flags you punched, and the total number of flags - Which reward you will get for completing the quest - How many rewards are currently available - How many times you completed the quest - The maximum number of completions to get a reward (0 = infinity) - For timed quests, the time limit for completing the quest Need to mention that the number of available rewards for first and further completions are calculated based on the shared inventory of the Quest Machine, thus, if rewards for first and further completions contain the same items, receiving reward for the first completion might also affect the number of available rewards for the further completions, and vice versa. ## Creating quests After placing flags or quest machines the placer becomes the owner of the node. All flags and quest machines which belong to the same quest, must be assigned to the same network name. Under the hood, owner's name is also included into the network's name to prevent other players from altering the network. It's forbidden to use the # symbol in network name since it's reserver for internal usage. Right-clicking flags and quest machines displays menu in which the nodes can be configured. Flag's menu allows to: - Specify network's name - Specify coordinates of a cubic area, entering which automatically activates the flag for the player (if automatic triggering is enabled in the server's setting) - Specify the teleportation point (if teleportation is enabled in the server's settings) The cubic area is specified by the means of the "From coords" and "To coords" fields which accept relative coordinates of two opposite angles of the cube relative to the flag's coordinates in the format x,y,z (for example, 8,5,7). All the values should be non-negative. Values in "From coords" are subtracted from the flag's coordinates while values in "To coords" are added to them. The teleportation point is specified by coordinates in the format x,y,z (for example, 1,-1,0) relative to the flag's position. The field can be empty which means that teleportation is disabled for the flag. Menu of Quest Machine allows to: - Specify network's name - Specify the maximum number of completions - Specify the time limit for completing the quest in seconds - Specify whether teleportation to the Quest Machine is enabled - Specify rewards - Manipulate Quest Machine's inventory - Switch to user mode, and vice versa - See the number of flags in the network - See the number of available rewards Ownership doesn't protect flags and quest machines from digging by other players. That's because flags and quest machines should be placed in protected areas anyway. Creating quest in unprotected areas might lead to possibility for players to modify the quest itself. This approach might also be reconsidered. If the "digilines" mod is installed, SuperQuest provides Digiline-requiring Flags, as well as a set of Digiline messages for flags (ordinary and digiline-requiring) and quest machines which are described in the "SuperQuest Digiline Guide" which can be accessed by pressing the "?" button near the "Digiline channel" field. The only difference between ordinary and digiline-requiring flags is that digiline-requiring flags can be triggered only after receiving the corresponding Digiline signal. This allows to make Digilines-based mini games a part of quests. Digiline-requiring flags cannot be triggered just by sending the corresponding digiline signal without the same action from the player as for ordinary flags (punching or presence within its range), otherwise any player would be able to annoy any other player by continuous triggering a digiline-requiring flag for the user and triggering the "*/* flags counted" popup for them. It's the quest author's responsibility to make it clear for ordinary players (including those who are not familiar with Digilines) how to activate each digiline-requiring flag within the quest. This is the responsibility of quests' authors to guarantee that the teleportation point is safe for teleportation, and the player, for example, won't fall to lava just by teleporting. You can test your quests by switching to the user mode in the Quest Machine. ### Chat commands List names of networks of the current user: ``` /superquest list_my_networks ``` List all the elements of a particular network of the current user: ``` /superquest list_my_network_elements <network_name> ``` Cancel the current active timed quest: ``` /superquest cancel ``` Teleport to the last location (if available) ``` /superquest teleport ``` ## Administrating quests Players with the "superquest_admin" privilege are allowed to edit all quests, including quests owned by other players. This privilege also gives access to administrative chat commands. ### Administrative chat commands List players which own networks: ``` /superquest_admin list_owners ``` List networks of a player: ``` /superquest_admin list_player_networks <player_name> ``` List elements of a network of a player: ``` /superquest_admin list_player_network_elements <player_name>#<network_name> ``` **Tags:** adventure__rpg, puzzle, sports **Repository:** https://gitlab.com/andriyndev/superquest/ **License:** MIT
Luanti ContentDB
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**Title:** Really Flat **Description:** **Details:** Really Flat =========== A utility mod that generates superflat terrain in whatever material you choose (really_flat_node setting). Best to use "singlenode" mapgen with this mod. **Tags:** world_tools **Repository:** https://github.com/rdococ/really_flat **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1275, "license": "MIT", "package_id": "rdococ/really_flat", "repo": "https://github.com/rdococ/really_flat", "tags": [ "world_tools" ], "type": "mod", "website": null }
**Title:** Sapling Spawn **Description:** **Details:** Sapling Spawn ===== A mod that makes trees spread out and become dense forests over time. Saplings will only spawn on well-lit soil blocks with trees close by. The sapling will be the same species as a random nearby tree. Since this mod uses an ABM, the sapling spawning will only happen in map chunks that are active. As a result, areas that are uninhabited will remain unchanged, but active areas will feel even more dynamic and alive. I spent a lot of time trying to balance the growth rate and maximum tree density. My goal is that it would be noticeable over time, but not so aggressive that it chokes the landscape in just a few days. **Current compatibility:** * Luanti/Minetest Default mod - Fully compatible * Extra Biomes mod - Fully compatible * Moretrees mod - Fully compatible * Ethereal mod - Mostly compatible * Everness mod - Mostly compatible Note: If a tree species is not compatible with Sapling Spawn, those species will simply not spawn saplings. See license.txt for license information. Authors of source code ----- * Written by karlexceed (LGPL-2.1-or-later) * Inspired by flower_spread function from the flowers mod by Ironzorg (MIT) and VanessaE (MIT) and Various Luanti/Minetest developers and contributors (MIT) **Tags:** environment **Repository:** https://github.com/karlexceed/sapling_spawn **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 338, "license": "LGPL-2.1-or-later", "package_id": "karlexceed/sapling_spawn", "repo": "https://github.com/karlexceed/sapling_spawn", "tags": [ "environment" ], "type": "mod", "website": null }
**Title:** StaffRanks **Description:** **Details:** ##### Base ranks All ranks can be found in ranks.lua. * Administrator * Moderator * Developer * Builder * Contributor * VIP ##### Commands * `/add_rank <name> <rankname>` - Add a rank to player. If the rank name is 'clear', it resets the player's rank. * `/ranks_list` - See the list of all ranks. * `/view_rank <name>` - View a player's rank. ##### Customization If you want to modify existing ranks or create new ones, simply use the staffranks.register_rank() function and add the rank name, prefix and color. ##### API * `staffranks.register_rank(name, prefix, color)` - Registers a rank, with its name, prefix and color. * `staffranks.rank_exist(rankname)` - Check that the rank exists. * `staffranks.add_rank(name, rankname)` - Adds a specific rank to a player. * `staffranks.set_nametag(player)` - Set a player's nametag. * `staffranks.clear_nametag` - Remove a player's nametag. * `staffranks.rankslist()` - Displays the list of ranks **Note: If the nametag does not appear, log out and log back in.** **Tags:** chat, server_tools **Repository:** https://github.com/Elysian-dev/StaffRanks.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1027, "license": "MIT", "package_id": "Salzar/staffranks", "repo": "https://github.com/Elysian-dev/StaffRanks.git", "tags": [ "chat", "server_tools" ], "type": "mod", "website": null }
**Title:** NodeCore Movement **Description:** **Details:** Luanti mod which ports over the movement in NodeCore (increased stepheight and running by building up speed) to other Luanti games, including Minetest Game. **Tags:** survival, transport **Repository:** https://github.com/rollerozxa/nodecore-movement **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1319, "license": "MIT", "package_id": "ROllerozxa/nodecore_movement", "repo": "https://github.com/rollerozxa/nodecore-movement", "tags": [ "survival", "transport" ], "type": "mod", "website": null }
**Title:** NodeCore Luminous Tools **Description:** **Details:** # WC_LUMINOUS Adds new light sources to NodeCore Far superior to the old "nc_light" in the following ways: - Coal Lantern - New Model With A More 'Nodecorian' Vibe - No More Broken Textures (Hopefully) - Can Be Emptied Without Being Broken Apart - Fuel Maximum Has Been Buffed - Recipe Cost Has Been Buffed - Occasionally Drops Ashes While Lit - Luxlamp - New Recipe - New Model - Rebalanced Functionality - Properly Charges (Hopefully) - Rushlight - Cheap Light Source - Doesn't Require Charcoal - Lasts Approximately 25% As Long As A Torch - Egg Burner - Incense Bowls! - Uses Eggcorns For Fuel - Dim Light, Long Duration - Goes Out Faster When Carried # LET THERE BE LIGHT **Tags:** tools **Repository:** https://github.com/wintersknight94/NodeCore-Luminous **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2126, "license": "GPL-3.0-or-later", "package_id": "Winter94/wc_luminous", "repo": "https://github.com/wintersknight94/NodeCore-Luminous", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Chat Log **Description:** **Details:** A mod that logs player conversations to the world directory. Originally forked from [JBR's chatlog mod](https://forum.minetest.net/viewtopic.php?t=6220). ### Usage: Available configuration settings: - `chatlog.format` - String representing timestamp format (see: https://www.lua.org/pil/22.1.html). - default: `%m/%d/%Y %H:%M:%S` - `chatlog.single_file` - Output to a single file (chatlog.txt) instead of separating by date (chatlog/YYYY_MM_DD.txt). - default: `false` - `chatlog.disable` - Disables logging. - default: `false` **Tags:** chat, multiplayer, server_tools **Repository:** https://github.com/AntumMT/mod-chatlog **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1181, "license": "MIT", "package_id": "AntumDeluge/chatlog", "repo": "https://github.com/AntumMT/mod-chatlog", "tags": [ "chat", "multiplayer", "server_tools" ], "type": "mod", "website": null }
**Title:** GridLess Craft **Description:** **Tags:** crafting **Repository:** https://gitlab.com/Kimapr/glcraft **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1123, "license": "MIT", "package_id": "Kimapr/glcraft", "repo": "https://gitlab.com/Kimapr/glcraft", "tags": [ "crafting" ], "type": "mod", "website": null }
**Title:** Lighted Helmets **Description:** **Details:** Light-emitting helmets. Supports helmets from the following mods: - [3d_armor](https://content.luanti.org/packages/stu/3d_armor/) - [technic_armor](https://github.com/stujones11/technic_armor) - [xtraarmor](https://forum.minetest.net/viewtopic.php?t=16645) - [amber](https://forum.minetest.net/viewtopic.php?t=18186) - [rainbow_ore](https://content.luanti.org/packages/KingSmarty/rainbow_ore/) ### Usage: #### Crafting: See [README](https://github.com/AntumMT/mod-lighted_helmets/blob/master/README.md#crafting) Settings: ``` lighted_helmets.exclude - List of mods or helmets to exclude. - Example: lighted_helmets.exclude = xtraarmor,amber:helmet ``` ### Links: - [Changelog](https://codeberg.org/AntumLuanti/mod-lighted_helmets/src/branch/master/changelog.txt) - [TODO](https://codeberg.org/AntumLuanti/mod-lighted_helmets/src/branch/master/TODO.txt) **Tags:** tools **Repository:** https://codeberg.org/AntumLuanti/mod-lighted_helmets **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2135, "license": "MIT", "package_id": "AntumDeluge/lighted_helmets", "repo": "https://codeberg.org/AntumLuanti/mod-lighted_helmets", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Researcher **Description:** **Details:** Researcher ========== Unlock the limitless creative potential of your world with Researcher! This mod adds a thematic "earned creative" mode to Minetest through which you can earn infinite duplication of the items in your world. When applied to a survival world, research becomes an enticing goal that rewards your gameplay efforts with endless command of the items you study the most. Research -------- Research is the mechanism by which items are permanently destroyed in order to gain the ability to duplicate them. You gain *research points* when you destroy an item, a score which is tracked per player and per item such that every player has their own research point total for each item in the game. Reaching certain research point milestones known as *research levels* will grant you permanent bonuses towards future research of similar items. Reaching maximum research levels for an item will grant you the permanent ability to duplicate the item. ### How to Research To research an item, open the Researcher menu in your inventory or via `/research`, place an item into the research box, then click the "Research" button. Researching an item will immediately destroy the researched item and grant you research points in return. The amount of research points gained per research is a constant amount plus any research bonuses you've gained. ### Duplication Once you've reached the maximum research level for an item (level 10 by default), you are granted the permanent ability to duplicate the item as many times as you'd like at no cost. When duplication is unlocked for an item, the "Research" button in the research menu will change to "Duplicate" for the item, and clicking the button will add a full stack of the item to your main inventory. Bonuses ------- You can earn bonuses towards research by researching under certain conditions. These bonuses encourage players to specialize in a particular field of research. ### Group Research Gaining research levels for a particular item will earn permanent bonuses on future items that match any of the item's groups. For example, cobblestone will have the `stone` group, and five research levels in cobblestone will add +5 research points for all `stone` items, including cobblestone itself. ### Focused Research Focusing your research on a particular item will grant you cumulative bonuses to continuous research of the item and its groups. Whenever you research an item, the item becomes your current research focus. You will gain additional research points for each successive research that matches the focus item or its groups, up to a certain maximum. More points are given for an exact match and fewer points are given for a group match. All focus bonuses are reset to zero if you research a non-matching item. ### Research Table A research table is a special node that allows you to gain significant bonuses to your research. A research table has its own focus item that must be set and matched in order to use it for research. To use a research table, craft it, place it, then right-click it in order to access its menu. Place an item into its "focus" slot to set its focus item. The research table can then be used to research items that match its focus item or the item's groups. Placing items near the research table that match the groups of the research table's focus item will increase the research bonus it grants, up to a certain maximum (10 items by default). This can be done by placing matching nodes in the world near the research table or by placing a node with an inventory that contains matching items (e.g., a nearby chest full of swords to gain research bonuses to swords). The crafing recipe for a research table requires wood (`[W]`) and stone (`[S]`) as illustrated below: ``` [S] [S] [S] [W] [W] [W] [W] [ ] [W] ``` Slash Commands -------------- Researcher can be controlled via the `/research` slash command. - `/research` - Opens the research interface, or prompts you to use your inventory for research if a supported inventory mod is being used (see next section for complete list) - `/research reset` - Reset your entire research progress for all items - `/research reset <item ID>` - Reset your research progress for the item specified by its item ID, e.g., `default:cobble` Supported Games/Mods -------------------- Researcher supports a number of games and mods. Popular games include: - [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/) and its derivatives, e.g., [MeseCraft](https://content.luanti.org/packages/MeseCraft/mesecraft/), [Asuna](https://content.luanti.org/packages/EmptyStar/asuna/), etc. - [Mineclonia](https://content.luanti.org/packages/ryvnf/mineclonia/) - [VoxeLibre](https://content.luanti.org/packages/Wuzzy/mineclone2/) - Any Minetest game in theory, but those not listed above are untested Supported mods include: - [Awards](https://content.luanti.org/packages/rubenwardy/awards/) - Adds awards for certain research milestones - [sfinv](https://content.luanti.org/packages/rubenwardy/sfinv/) (Minetest Game default) - Adds an integrated research tab where research can be performed - [i3](https://content.luanti.org/packages/mt-mods/i3/) - Adds an integrated research tab - [Unified Inventory](https://content.luanti.org/packages/RealBadAngel/unified_inventory/) - Adds an integrated research tab **Tags:** creative, survival **Repository:** https://github.com/EmptyStar/researcher **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 448, "license": "MIT", "package_id": "EmptyStar/researcher", "repo": "https://github.com/EmptyStar/researcher", "tags": [ "creative", "survival" ], "type": "mod", "website": null }
**Title:** Claycrafter **Description:** **Details:** The ClayCrafter mod adds a way for players to obtain clay other than mining, out of a common material: dirt. It adds three new nodes: Claycrafter: Used to convert compressed dirt into clay. Compressed dirt: Just 9 dirt, compressed, useful for saving storage space, too! Glass of water: Used as fuel for the Claycrafter. Placeable. Supports moreblocks' compressed dirt. **Tags:** crafting, storage, survival **Repository:** https://github.com/Dragonop/claycrafter **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2891, "license": "LGPL-3.0-only", "package_id": "Dragonop/claycrafter", "repo": "https://github.com/Dragonop/claycrafter", "tags": [ "crafting", "storage", "survival" ], "type": "mod", "website": null }
**Title:** Pumpkin Pies **Description:** **Details:** # Pumpkin Pies This is a mod for Minetest that adds various recipes for making pumpkin pies. You can start off with some pumpkin puree for a quick snack, or craft a gourmet pie for some real sustenance. This mod requires the farming mod by TenPlus1 for the various crafting recipes. Optionally, the mobs mod by TenPlus1 can be added for eggs and milk. Also, the eggs and bucket of milk from the Animalia mod by ElCeejo will work with the pumpkin pie mix recipe. ## NEW - Pumpkin Smoothie New for the Fall 2023 season! Mix up and enjoy a hearty pumpkin smoothie. ## Applesauce Though you may not think applesauce to be an ingredient for pumpkin pies, it is an egg substitute. So, this mod adds applesauce as an alternative ingredient for the pumpkin pie mix. ## Pumpkin Puree Quick to craft. Quick to eat. Mash up a pumpkin slice with a mortar and pestle and you'll have yourself some pumpkin puree. ## Pumpkin Pie This basic pie was inspired by the rhubarb pie from the farming mod. In fact, the recipe only differs in the ingredients. ## Cooked Pumpkin Pie Place your basic pumpkin pies in the furnace to make cooked pumpkin pies. These will restore a little more of your hunger bar. ## Gourmet Pumpkin Pie Well worth the wait. Take the time to craft a gourmet pumpkin pie and you'll be rewarded with great tasting sustenance. ### The Recipe **Items needed** - Mortar and pestle - Mixing bowl - Baking tray - Fueled furnace **Ingredients** - Pumpkin slices - Egg, or applesauce - Sugar - Bucket of milk, or soy milk **Procedure** Start off by crafting some pumpkin puree. Then, combine five pumpkin purees, one egg or applesauce, one sugar, one bucket of milk or soy milk, and a mixing bowl in the crafting grid to make pumpkin pie mix. Next, combine the pumpkin pie mix with flour and a baking tray in the crafting grid to make a raw pumpkin pie. Bake the raw pumpkin pie (or a stack of them) in the furnace to produce gourmet pumpkin pies. --- ## Crafting Guide ### Pumpkim Puree This is a shapeless recipe. Simply add any number of pumpkin slices to a single spot on the crafting grid and add in a mortar and pestle. ### Applesauce (used as a snack or as an egg alternative) ``` -———————————- | | A | | |---+---+---| | | M | | |---+---+---| | | G | | -———————————- ``` A = Apple M = Mortar and Pestle G = Drinking Glass ### Pumpkin Pie (Basic) ``` -———————————- | B | S | - | |---+---+---| | P | P | P | |---+---+---| | W | W | W | -———————————- ``` B = Baking tray S = Sugar P = Pumpkin Puree W = Wheat ### Pumpkin Pie Mix ``` -———————————- | E | S | M | |---+---+---| | P | P | P | |---+---+---| | P | B | P | -———————————- ``` B = Mixing bowl E = Egg M = Bucket of Milk P = Pumpkin puree S = Sugar ### Pumpkin Pie Mix (Alternative) ``` -———————————- | A | S | M | |---+---+---| | P | P | P | |---+---+---| | P | B | P | -———————————- ``` B = Mixing bowl A = Applesauce M = Soy Milk P = Pumpkin puree S = Sugar ### Raw Pumpkin Pie ``` -———————————- | F | M | F | |---+---+---| | - | F | - | |---+---+---| | - | B | - | -———————————- ``` B = Baking tray F = Flour M = Pumpkin pie mix ### Pumpkin Smoothie ``` -———————————- | M | P | S | |---+---+---| | - | I | - | |---+---+---| | - | G | - | -———————————- ``` M = Milk or Soy Milk P = Pumpkin Puree S = Sugar I = Snowball (Ice) G = Drinking Glass ## Credits The textures used for the applesauce, basic pumpkin pie, cooked pumpkin pie, pumpkin puree, and pumpkin pie mix were all adapted from textures in the Farming mod by TenPlus1. ## Licensing All source code in this mod is licensed under the Apache 2.0 license. All textures are licensed under the CC-BY 3.0 license. **Tags:** food **Repository:** https://codeberg.org/spicemines/pumpkin-pies.git **License:** Apache-2.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1741, "license": "Apache-2.0", "package_id": "spicemines/pumpkin_pies", "repo": "https://codeberg.org/spicemines/pumpkin-pies.git", "tags": [ "food" ], "type": "mod", "website": null }
**Title:** Xcam **Description:** **Details:** With the command `/snap` a player can take in-game photos. Photos can be placed on the sides of nodes using right click. **Tags:** decorative, oneofakind__original **Repository:** https://git.minetest.land/erle/xcam.git **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 695, "license": "AGPL-3.0-or-later", "package_id": "erlehmann/xcam", "repo": "https://git.minetest.land/erle/xcam.git", "tags": [ "decorative", "oneofakind__original" ], "type": "mod", "website": null }
**Title:** MTUOTP **Description:** **Details:** This pack was mainly made by Aurailus. (I only made the hotbar and a rendition of the title screen (which was edited by Aurailus)) **Tags:** 16px **Repository:** https://github.com/Gerold55/MineTest_Texture_Pack_Overhaul **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5803, "license": "CC-BY-SA-4.0", "package_id": "GamingAssociation39/mtuotp", "repo": "https://github.com/Gerold55/MineTest_Texture_Pack_Overhaul", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Players Statistics **Description:** **Details:** <h1>Players Statistics for Minetest</h1> Displays player statistics in a ranked format, with metrics such as playtime, kills, messages, and more. <h2></h2> <p><strong>Statistics Plus for Minetest</strong> is a complete mod designed to track and display various player statistics in a competitive leaderboard format. This mod provides a detailed view of player performance, including:</p> <ul> <li>Number of messages sent</li> <li>Kills</li> <li>Deaths</li> <li>Nodes dug and placed</li> <li>Items crafted</li> <li><strong>Total playtime</strong></li> </ul> <h3>Main Features:</h3> <ul> <li><strong>Comprehensive Player Stats:</strong> Track key statistics like kills, deaths, playtime, and more.</li> <li><strong>Leaderboard Interface:</strong> A sleek and organized interface that ranks players based on different categories of stats.</li> <li><strong>Tabs for Easy Navigation:</strong> Easily switch between different stats (messages, deaths, kills, mined nodes, placed nodes, crafted items, playtime) using tabs.</li> <li><strong>Real-Time Updates:</strong> The leaderboard updates in real time, keeping the competition alive.</li> <li><strong>Customizable Color Scheme:</strong> Top players are highlighted with different colors to distinguish them.</li> <li><strong>Player-Specific Stats:</strong> Check a specific player's stats through commands in the chat interface.</li> </ul> <h3></h3> <p>This mod is ideal for servers that want to encourage competition or simply provide players with detailed feedback on their activities. It enhances player engagement by allowing them to track and compare their performance with others in real time.</p> <h3>Usage:</h3> <ul> <li>Open the leaderboard via a /leaderboard command or get your personal stats directly with the /stats command.</li> <li>Navigate the leaderboard using tabs to view rankings by different statistics.</li> <li>Use chat commands to directly check the stats of a specific player.</li> </ul> **Tags:** adventure__rpg, chat, gui, multiplayer, survival **Repository:** https://github.com/Atlante1952/atl_server_statistics?tab=readme-ov-file **License:** LGPL-2.1-or-later
Luanti ContentDB
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**Title:** Voxelgarden **Description:** **Details:** A classic game for Luanti, to explore, survive and build. Compatible with most mods for Minetest Game. Getting Started --------------- Open your inventory and take a look at the **Recipes** tab. Select items to see how they can be made and select them twice to see what can be made out of them. The primary resource needed to progress is crumbled stone. Combine 4 of them to make cobblestone, which is the material for stone tools. To get sticks, place 3 leaves vertically on the crafting grid. Besides tools and torches, sticks are also used to make campfires, a cheap early-game replacement for cobblestone furnaces. Depending on the biome, it might be harder or easier to find food. Usually, the easier and faster method to get food is to hunt rats. After killing one, it can be cooked in a furnace or on a campfire to make some nutritious rat meat. The base game mechanics aren't too difficult to get used to. The progression is fairly obvious from this point onwards. Follow the recipes. Alloy new metals. Go to the Nether. _Build a house. Plant a tree. Raise a rat._ Features -------- * Hostile and passive mobs, partly inspired by Minetest 0.3. * Good textures by default, forming an overall consistent style. * Game mechanics different from Minetest Game and Minecraft, giving the game its unique feeling. * Self-planting saplings. No need to collect them. Forests will spread naturally. * Biome-dependent weather cycle, with rain extinguishing fire and snow piling on the ground. * Progressive gameplay, while still offering different ways to achieve your goals. * Coal-powered alloy furnaces making ingots that are unobtainable through regular cooking or crafting. * More realistic metal progression. Iron lumps make iron ingots; alloy iron with coal to make steel. * Hellish Nether realm, separated from the regular world by an unbreakable bedrock layer. * Nether and Floatlands (v7) portals, ignited with the Realm Striker, an item found within dungeons deep underground. * Not only stairs and slabs, but a wide range of sub-nodes, enabling detailed buildings. * Most items can be placed down, allowing for interesting decorative elements. * Dyes can be placed on wool and similar nodes to instantly color them. * Must-see mapgen. Getting the best out of mapgens v6 and v7. * MC-like hunger and healing. * Sprinting mechanics. * Simple score system, motivating players to not abandon their worlds. * Modular doors, with which you can build more than just doors, e.g. window frames, hatches, street lamps... * Cactus has spikes and they hurt. * Details, details, details. Don't miss them. **Tags:** building, mobs, mtg, survival **Repository:** https://codeberg.org/voxelgarden/voxelgarden **License:** LGPL-2.1-or-later
Luanti ContentDB
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**Title:** Visual Bots **Description:** **Details:** # visual-bots ## A minetest programmable bot ### (c) 2019 Nigel Garnett Vbots are single block "turtle" style bots, programmable in an entirely visual way. They came into existence to amuse my 5 year old daughters, and teach them the basics of computer programming, without too much writing. ## Basics Punch an idle vbot with an empty hand to make it run it's program (or click the run icon in the menu [see below]). Punch a running vbot with an empty hand to stop the program. Right click (double tap on android) to open the menu (see below). Dig the bot by hitting it with anything except an empty hand, but bear in mind the bot can only be dug out if it's inventory is empty. ## The Main menu ![Main Menu 1](https://github.com/nyje/visual-bots/raw/master/images/doc_menu1.png) The icons ![commands](https://github.com/nyje/visual-bots/raw/master/textures/vbots_gui_commands.png) and ![inventory](https://github.com/nyje/visual-bots/raw/master/textures/vbots_location_inventory.png) are used to switch between the 2 panels shown here. The panel above contains the commands for the bot, which can be added to the current sub-program (the red area on the right) simply by clicking on them. The panel below shows the inventory panel, with the bot's inventory above, and the players inventory below. This panel is used to add things to the bot's inventory (so it can build with them) or to remove things from the bot's inventory after it has been digging. ![Main Menu 2](https://github.com/nyje/visual-bots/raw/master/images/doc_menu2.png) The trash ![Trash](https://github.com/nyje/visual-bots/raw/master/textures/vbots_gui_trash.png) icon, when pressed, deletes the last instruction on the current sub-program page. Next to this icon is another 1x1 inventory slot which works as a trash can, anything dropped into it is destroyed. The run ![run](https://github.com/nyje/visual-bots/raw/master/textures/vbots_gui_run.png) icon, works like punching the bot with an open hand, It starts the program runnng. The save ![save](https://github.com/nyje/visual-bots/raw/master/textures/vbots_gui_save.png) icon saves the current program & sub-programs under the name of the bot. the load ![load](https://github.com/nyje/visual-bots/raw/master/textures/vbots_gui_load.png) icon allows you to choose and load a program into the bot. Also on this menu are icons which allow the deleting & renaming of programs. The reset ![reset](https://github.com/nyje/visual-bots/raw/master/textures/vbots_gui_nuke.png) icon clears the main program, and all subprograms, but NOT the bot's inventory. The sub-program panel (the red one on the right) has 7 pages. The ![Lion](https://github.com/nyje/visual-bots/raw/master/textures/vbots_program_0.png) icon is the page for the 'Main' program, execution starts here when the bot is activated. The other 6 pages are sub-programs which can be called via the 6 'run sub program' icons at the bottom of the command panel. ![dinosaur](https://github.com/nyje/visual-bots/raw/master/textures/vbots_run_1.png) ![goat](https://github.com/nyje/visual-bots/raw/master/textures/vbots_run_2.png) ![horse](https://github.com/nyje/visual-bots/raw/master/textures/vbots_run_3.png) ![parrot](https://github.com/nyje/visual-bots/raw/master/textures/vbots_run_4.png) ![bear](https://github.com/nyje/visual-bots/raw/master/textures/vbots_run_5.png) ![rhino](https://github.com/nyje/visual-bots/raw/master/textures/vbots_run_6.png) ### Movement ![forward](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_forward.png) ![backward](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_backward.png) ![up](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_up.png) ![down](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_down.png) Move the bot forward, backward, up or down. Movement will fail if the new position is not empty. ![home](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_home.png) Move the bot back to the position where the bot was placed. Note: the facing of the bot is NOT restored to it's initial facing direction. ![clockwise](https://github.com/nyje/visual-bots/raw/master/textures/vbots_turn_clockwise.png) ![anticlockwise](https://github.com/nyje/visual-bots/raw/master/textures/vbots_turn_anticlockwise.png) ![random](https://github.com/nyje/visual-bots/raw/master/textures/vbots_turn_random.png) These commands turn the bot clockwise, anticlockwise or in a random direction. ### Actions ![dig up](https://github.com/nyje/visual-bots/raw/master/textures/vbots_mode_dig_up.png) ![dig down](https://github.com/nyje/visual-bots/raw/master/textures/vbots_mode_dig_down.png) ![dig](https://github.com/nyje/visual-bots/raw/master/textures/vbots_mode_dig.png) These commands make the bot dig the node in that direction, and then move into the place it dug from. Note: digging will fail if the node being dug has protection which the owner of the bot could not dig. ![build up](https://github.com/nyje/visual-bots/raw/master/textures/vbots_mode_build_up.png) ![build down](https://github.com/nyje/visual-bots/raw/master/textures/vbots_mode_build_down.png) ![build](https://github.com/nyje/visual-bots/raw/master/textures/vbots_mode_build.png) These commands make the bot place a block in the noted position (if protection allows and the position is empty). The node placed by the bot is the first thing found in the bot's inventory, starting from the first slot. ### Special ![speed](https://github.com/nyje/visual-bots/raw/master/textures/vbots_mode_speed.png) This pseudo command chooses the speed that the bot runs the program. when followed by a number multiplier it will make the bot run that many times faster. When NOT followed by a number, it resets the bot to normal speed. ### Multipliers ![x2](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_2.png) ![x3](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_3.png) ![x4](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_4.png) ![x5](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_5.png) ![x6](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_6.png) ![x7](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_7.png) ![x8](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_8.png) ![x9](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_9.png) The Multipliers work the same for all commands except speed (explained above). For all other commands (including call sub-program commands) they make that command run multiple times. ## Example1 ![forward](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_forward.png) ![x4](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_4.png) ![clockwise](https://github.com/nyje/visual-bots/raw/master/textures/vbots_turn_clockwise.png) ![x2](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_2.png) ![forward](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_forward.png) ![x4](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_4.png) ![clockwise](https://github.com/nyje/visual-bots/raw/master/textures/vbots_turn_clockwise.png) ![x2](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_2.png) This program makes the bot move 4 spaces forward (if possible) then turn 180 degrees, move 4 spaces forward (ie back to the start position) and then turn 180 degrees again to face the initial direction. ## Example2 ### (just example1 using a sub-program) In the dinosaur ![dinosaur](https://github.com/nyje/visual-bots/raw/master/textures/vbots_program_1.png) sub program put the following: ![forward](https://github.com/nyje/visual-bots/raw/master/textures/vbots_move_forward.png) ![x4](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_4.png) ![clockwise](https://github.com/nyje/visual-bots/raw/master/textures/vbots_turn_clockwise.png) ![x2](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_2.png) Then, in the main ![lion](https://github.com/nyje/visual-bots/raw/master/textures/vbots_program_0.png) program ( the lion), just call it twice like this: ![dinosaur](https://github.com/nyje/visual-bots/raw/master/textures/vbots_run_1.png) ![x2](https://github.com/nyje/visual-bots/raw/master/textures/vbots_number_2.png) Have fun. Nigel **Tags:** building_mechanics, education, technology **Repository:** https://github.com/nyje/visual-bots **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3922, "license": "MIT", "package_id": "Nigel/vbots", "repo": "https://github.com/nyje/visual-bots", "tags": [ "building_mechanics", "education", "technology" ], "type": "mod", "website": "https://github.com/nyje/visual-bots/blob/1.0_Stable/README.md" }
**Title:** WinterCore **Description:** **Tags:** 16px **Repository:** https://github.com/wintersknight94/NC_WinterCore **License:** CC-BY-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5502, "license": "CC-BY-4.0", "package_id": "Winter94/wintercore", "repo": "https://github.com/wintersknight94/NC_WinterCore", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Pickblock **Description:** **Details:** Allows you to put the selected node in an empty slot of your hotbar when you're in creative mode. You select them with the build key (right-click) as compared to with middle-click as it usually is in Minecraft. **Tags:** creative, inventory **Repository:** https://github.com/rollerozxa/pickblock **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1294, "license": "MIT", "package_id": "ROllerozxa/pickblock", "repo": "https://github.com/rollerozxa/pickblock", "tags": [ "creative", "inventory" ], "type": "mod", "website": null }
**Title:** Japanese_letters_modpack **Description:** **Details:** This is a simple modpack containing Japanese hiragana blocks, uppercase alphabet blocks(A-Z), and number character blocks(0-9). It can only be used in creative mode. Because there are too many types of blocks, I have not set up a craft recipe. **Tags:** creative, decorative, education **Repository:** https://github.com/OFG-yso/japanese_letters_modpack **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 617, "license": "MIT", "package_id": "ofg/japanese_letters_modpack", "repo": "https://github.com/OFG-yso/japanese_letters_modpack", "tags": [ "creative", "decorative", "education" ], "type": "mod", "website": null }
**Title:** Pick Axe Tweaks **Description:** **Details:** # Minetest Pick_Axe_Tweaks Mod ## About adds the ability for pick axes to place a configurable light node from in game and per player ## Setup download mod, put in your worldmods folder, or mods folder and enable it * if not using with mtg, please change the setting found under header `minetest.conf settings` * also use a mod that uses this mods api to register its pick axes ## minetest.conf settings * pat_light_node (by default default:torch): default light node for pick axes ## API example pulled from init.lua ```lua if minetest.get_modpath("default") then local default_pick_axes = { "default:pick_wood", "default:pick_stone", "default:pick_bronze", "default:pick_steel", "default:pick_mese", "default:pick_diamond", } pick_axe_tweaks.register_pick_axes(default_pick_axes) end ``` **Tags:** survival, tools **Repository:** https://github.com/mt-mods/pick_axe_tweaks.git **License:** MIT
Luanti ContentDB
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**Title:** Portability **Description:** **Details:** # Portability A mod that adds portable things to MineClone (crafting table, ender chest, enchanting table) [GitHub repo](https://github.com/thepython10110/portability) [Forum post](https://forum.minetest.net/viewtopic.php?f=9&t=29330) I plan to add these items: - [x] Portable Crafting Table - [x] Portable Ender Chest (see warning below) - [x] Portable Enchanting Table (Upgradable by crafting with bookshelves, downgradable by crafting too) I was originally going to add things like portable furnaces, portable anvils, things like that... but after looking at the code for a backpack mod, I decided I don't know enough about Minetest (yet) to deal with detached inventories. ## WARNING MineClone checks whether you're near an ender chest every time you try to put things into one. This means that *normally*, portable ender chests will not let you insert/remove items. The only way to fix that is to go into MineClone's code and add a line. In your Minetest directory, open `games/mineclone2/mods/ITEMS/mcl_chests/init.lua` in a text editor. Around line 1060 (as of MineClone 0.82.0), there should be code that looks like this (you can also use the find tool and search for "`register_allow`"): ```lua minetest.register_allow_player_inventory_action(function(player, action, inv, info) if inv:get_location().type == "player" and ( action == "move" and (info.from_list == "enderchest" or info.to_list == "enderchest") or action == "put" and info.listname == "enderchest" or action == "take" and info.listname == "enderchest" ) then local def = player:get_wielded_item():get_definition() if not minetest.find_node_near(player:get_pos(), def and def.range or ItemStack():get_definition().range, "mcl_chests:ender_chest_small", true) then return 0 end end end) ``` This is the code that checks for an ender chest near the player. Add the following line where the blank line is: ```lua if player:get_wielded_item():get_name() == "portability:ender_chest" then return end ``` This makes it so that if the player is holding a portable ender chest, it will skip that check. This will *not* affect anything else, and even if the mod is disabled or deleted, everything will be fine. The only effect I've found is this: if an ender chest is opened by a player holding an "unknown item" portable ender chest (in other words, if the mod is removed but someone had one in their inventory) and someone broke the ender chest, it would still be possible for the player to insert/remove items from the ender chest until they closed the formspec. Basically not a problem. **Tags:** crafting, storage **Repository:** https://github.com/thepython10110/portability **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1948, "license": "GPL-3.0-or-later", "package_id": "ThePython/portability", "repo": "https://github.com/thepython10110/portability", "tags": [ "crafting", "storage" ], "type": "mod", "website": "https://thepython10110.github.io" }
**Title:** Chakram **Description:** **Details:** The tool is a weapon at same time Throw it and it will always return as long there still is velocity/power left It can pick up stuff that is breakable by hand (like no use by tools) and mobs/drops that have 10hp or less. Players (or mobs that have more then 10 hp) will be damaged. + Mese can break more stuff, more times at same throw, and can break stuff like stone / ores, makes a flash when hit something - Wood cant pick up stuff, less damage, fails if it hit something else then air & leaves. **Tags:** pvp, survival, tools **Repository:** https://github.com/AiTechEye/chakram **License:** LGPL-2.1-only
Luanti ContentDB
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**Title:** Imaging **Description:** **Details:** # imaging An image / bumpmap importer mod for Minetest Developed and tested on Minetest 0.4.16 - try in other versions at your own risk :) **Table of Contents** - [Dependencies and Licensing](#dependencies-and-licensing) - [Features](#features) - [Recipe](#recipe) - [Converter](#converter) - [Converter options](#converter-options) - [Importer](#importer) - [Importer options](#importer-options) - [Bump mapping](#bump-mapping) - [Imaging data format](#imaging-data-format) - [Custom palettes](#custom-palettes) ## Dependencies and Licensing This mod depends on the [[matrix]](https://github.com/entuland/lua-matrix) mod. The code is licensed under the [MIT](https://github.com/entuland/imaging/blob/master/LICENSE) license. Except otherwise specified, all media is licensed as [CC BY SA 3.0](http://creativecommons.org/licenses/by-sa/3.0/) [The Minetest Logo screenshot](https://github.com/entuland/imaging/blob/master/screenshots/minetest-logo.png) is [CC BY SA 3.0 Minetest team](https://github.com/minetest/minetest/blob/master/LICENSE.txt) [The sardinian girl screenshot](https://github.com/entuland/imaging/blob/master/screenshots/sardinian-girl.png) is [CC BY 2.0 Cristiano Cani](https://www.flickr.com/photos/cristianocani/2457125478/) ## Features This mod allows to convert arbitrary images and build them in a Minetest world using up to 256 different colors, with some additional options such as bumpmapping. This mod is composed by two parts: - `the converter` is an HTML page to be run in a browser to convert images into `imaging` codes according to a given palette - `the importer` is a block called `imaging:canvas` placed in the world to define the bottom-center of the imported image and its orientation ## Recipe The recipe can be customized altering the file `custom.recipes.lua`, created in the mod's folder on first run and never overwritten. W = any wood planks B = mese block WWW W W WBW ![Crafting](https://github.com/entuland/imaging/raw/master/screenshots/canvas-recipe.png) ## Converter To launch the converter open the `/converter.html` file contained in the mod folder with your browser, you should see something like this: ![Converter](https://github.com/entuland/imaging/raw/master/screenshots/converter.png) There you can load an image by clicking on the file selector marked in yellow in the *Image Input* box (you can also drag files on that file selector), then alter the conversion params and hit the `Generate imaging data` button, obtaining something like this: ![Converter Output](https://github.com/entuland/imaging/raw/master/screenshots/converter-output.png) Clicking in the yellow *Output* textarea all the text will be selected: copy it into the clipboard and keep it handy to be imported in the game. ### Converter options - The three `Palette` buttons load one of the three default palettes; you can use any custom palette as long as it has exactly 256 pixels; in order to use such a palette you'll also need to add it to the mod `/textures` folder and restart the world - The `Dithering` checkbox adds [Floyd-Steinberg dithering](https://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering) to the resulting image. - The `Minimum opacity` number determines what pixels will be considered and which ones will be ignored (the default `255` value will ignore any pixel that is not fully opaque, lower this value to use partially-transparent pixels) ## Importer This is how the `imaging:canvas` importer looks like: ![Imaging Canvas](https://github.com/entuland/imaging/raw/master/screenshots/imaging-canvas.png) You can freely rotate it to decide in what direction the image will be imported. Once you right click it you'll see the default import interface: ![Default Interface](https://github.com/entuland/imaging/raw/master/screenshots/default-interface.png) There you need to paste the `imaging data` you copied from the `converter` and click on `Build`, obtaining something like this: ![Minetest Logo](https://github.com/entuland/imaging/raw/master/screenshots/minetest-logo.png) You can import pretty large images as well, this is the result of converting a portion of this image using the `sepia` palette: https://www.flickr.com/photos/cristianocani/2457125478/ ![Sardinian girl](https://github.com/entuland/imaging/raw/master/screenshots/sardinian-girl.png) ### Importer options - The `imaging data` only contains the info about the palette index for each pixel, for that reason it is necessary to choose the appropriate palette in the dropdown of the importer as well (or not, you can also use a different palette which may result in some weird "fake colors" effect). - `Build as`: if you select this option the image will be built using the chosen nodes - you can also build as `air` to get rid of an image you previously built. - `Bump value`: if you set any positive value in this field, the palette index will be used to "bump" the nodes out of the image; for example, if you set the bump value to `10` then pixels with index `255` will be 10 nodes away from their original position in the plane of the image, indices around `127` will be about 5 nodes away and so forth. (note: in a palette such as the `grayscale` one, black is at index `0` and white is at index `255`, with gradients of gray getting brighter as the index increases) ### Bump mapping For example, you can draw an elevation map with an airbrush and convert it like this: ![Converter bump](https://github.com/entuland/imaging/raw/master/screenshots/converter-bump.png) Then you can import it with these params: ![Bump build](https://github.com/entuland/imaging/raw/master/screenshots/bump-build.png) And finally obtain something like this: ![Bump result](https://github.com/entuland/imaging/raw/master/screenshots/bump-result.png) ## Imaging Data Format The `imaging data` is a run-length textual format defining the image in top-down, left-right order with these specifics: - the data is a space separated series of `chunks` - the first chunk is the width of the image - the second chunk is the height of the image - any subsequent chunk follows this format `index:count` where - `index` can be missing (those nodes will be completely ignored), for example `:200` means "skip 200 nodes" - `count` can be missing (meaning that the count will be `1`), for instance `0:` using the grayscale palette means "one black node" and `255:3` means "three white nodes" All the above means that you can use the `imaging:canvas` to get rid of any image even without having the original code - it's enough that you guess the sizes and build them as `air` - for instance to remove a 32 x 48 image you would paste a code like this `32 48 0:1536` cause `32 * 48 == 1536`; notice that you _need_ to specify it as `0:1536`, cause `:1536` alone means "skip 1536 nodes" and those nodes will not be altered in the world regardless if you chose to build as `air` or `default:dirt` or anything else. ## Custom palettes Custom palettes are PNG images with exactly 256 pixels (say, 16x16 or 32x8) that must be placed into the `/textures` folder and named exactly as `palette-customname.png` (where "customname" can be anything you want). Upon world restart the mod will find that custom palette and will add it to the palettes' dropdown in the `imaging:canvas` interface. Those custom palettes will *not* be picked up automatically by the HTML `converter`, though: you'll need to drag/open such palettes manually in the browser's interface. **Tags:** building_mechanics, decorative, developer_tools, education **Repository:** https://github.com/entuland/imaging **License:** MIT
Luanti ContentDB
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**Title:** Mask **Description:** **Details:** A simple mod that adds a mask to protect yourself lol. The mod depends 3d_armor. ``` --- ---Mask --- if minetest.get_modpath("3d_armor") then armor:register_armor("mask:mask", { description = ("Mask"), inventory_image = "mask_inv_mask.png", groups = {armor_head=1, armor_heal=12, armor_use=10, armor_fire=1}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, }) end --- ---Craft --- minetest.register_craft({ output = "mask:mask", recipe = { {"", "", ""}, {"farming:string", "default:paper", "farming:string"}, {"", "", ""}, } }) ``` **Tags:** adventure__rpg **Repository:** https://github.com/GenesisMT/mask **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1754, "license": "MIT", "package_id": "GenesisMT/mask", "repo": "https://github.com/GenesisMT/mask", "tags": [ "adventure__rpg" ], "type": "mod", "website": null }
**Title:** Enable sneak glitch **Description:** **Details:** This mod re-enables the sneak glitch in your Minetest world. It will allow you to use the 1-row and 2-row sneak ladders again. **Tags:** player_effects **Repository:** https://github.com/SmallJoker/sneak_glitch **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1721, "license": "CC0-1.0", "package_id": "Krock/sneak_glitch", "repo": "https://github.com/SmallJoker/sneak_glitch", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Snippets **Description:** **Details:** A way for admins to run and save lua snippets. ## Chatcommands - `/snippets`: Open the snippets console. This allows you to edit and run Lua snippets. ## Nodes This mod registers a snippets button node that runs a snippet when pressed. The snippet will be called with the player name as its first argument. For example, you can do `local name = ...` inside a snippet to get the name of the player that pressed the button. Buttons don't appear in the creative inventory, if you want them to you will need to run `/giveme snippets:button`. If you don't want the buttons at all, you can add `snippets.enable_buttons = false` to your minetest.conf. ## API - `snippets.register_snippet(name, <code or def>)`: Registers a snippet. `def` can be a table containing `code` (or `func`), and optionally `owner`. If `persistent` is specified, this snippet will remain registered across reboots. - `snippets.unregister_snippet(name)`: The opposite of `snippets.register_snippet`. - `snippets.registered_snippets`: A table containing the above snippets. - `snippets.log(level, msg)`: For use inside snippets: Logs a message. `level` can be `none`, `debug`, `info`, `warning`, or `error`. - `snippets.register_on_log(function(snippet, level, msg))`: Run when snippets.log is called. `snippet` is the name of the snippet. Newest functions are called first. If a callback returns `true`, any remaining functions are not called (including the built-in log function). Callbacks can check what player (if any) owns a snippet with `snippets.registered_snippets[snippet].owner`. - `snippets.log_levels`: A table containing functions that run `minetest.colorize` on log levels (if applicable). Example: `snippets.log_levels.error('Hello')` → `minetest.colorize('red', 'Hello')` - `snippets.exec_as_player(player_or_name, code)`: Executes `code` (a string) inside an "anonymous snippet" owned by the player. - `snippets.exec(code)`: Executes `code` inside a generic snippet. - `snippets.run(name, ...)`: Executes a snippet. - `snippets.Form(player_or_name)`: Creates a form. - `snippets.close_form(player_or_name)`: Closes `player_or_name`'s currently open form. ### Forms `snippets.Form`s can display and handle formspecs, and are recommended inside snippets over `minetest.show_formspec`, as they do not create semi-permanent global handlers. There is currently no way to set the `formname`, it is automatically chosen/generated and is used internally. Consider using [flow](https://content.luanti.org/packages/luk3yx/flow/) instead for new forms. Form methods: - `form:show()` / `form:open()`: Displays the form. - `form:hide()` / `form:close()`: Closes the form. - `form:is_open()`: Returns `true` if the form is currently open. - `form:set_prepend(formspec)`: Sets text to prepend to the formspec. This has nothing to do with global formspec prepends. - `form:set_formspec(formspec)`: Sets the formspec text. This does not modify prepended text or appended text. Any change to this (or the prepend/append values) is displayed immediately to the client. - `form:set_append(formspec)`: Sets text to append to the formspec before displaying it. - `form:get_prepend`, `form:get_formspec`, `form:get_append` - `form:add_callback(function(form, fields))`: This creates a callback which is called whenever form data is received from the client. - `form:add_callback(name, function(form, fields))`: Similar to the above, however is only called if `fields` contains `name` (a string). - `form.context`: Private data stored with this `form` object. Not sent to clients. - `form.pname`: The player name associated with this form. *Changing this will not change the player the form is associated with.* *When a form is deleted (`form=nil`) and it is not open by the client, garbage collection will allow the internal `formname` to be reused.* ## Example snippets `get_connected_names`: ```lua local res = {} for _, player in ipairs(minetest.get_connected_players()) do table.insert(res, player:get_player_name()) end return res ``` `greeting_test`: ```lua for _, name in ipairs(snippets.run 'get_connected_names') do minetest.chat_send_player(name, 'Hello ' .. name .. '!') end ``` **Tags:** developer_tools, gui, server_tools **Repository:** https://github.com/mt-historical/snippets **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1407, "license": "MIT", "package_id": "luk3yx/snippets", "repo": "https://github.com/mt-historical/snippets", "tags": [ "developer_tools", "gui", "server_tools" ], "type": "mod", "website": null }
**Title:** Beware the Dark **Description:** **Details:** Its only function is to make darkness and light a valid mechanic for the default minetest_game. In other voxel games, darkness is dangerous because it spawns monsters. In Minetest Game, darkness just makes it more likely for you to walk into a tree. This mod changes that in a very direct fashion: you are damaged by darkness, the darker the more damage. So craft those torches! ## Current behavior If you stand in a node with light level 7 or less, you slowly lose "sanity", represented by a hud bar with eyes. The darker it is, the more sanity you lose per second. When you run out of sanity, you get damaged instead! Stand in bright light to replenish sanity. Sunlight is best, but directly on top of a torch should work, too. **Tags:** environment, survival **Repository:** https://github.com/bendeutsch/minetest-bewarethedark **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 598, "license": "LGPL-2.1-only", "package_id": "Ben/bewarethedark", "repo": "https://github.com/bendeutsch/minetest-bewarethedark", "tags": [ "environment", "survival" ], "type": "mod", "website": null }
**Title:** choppy **Description:** **Details:** # choppy yet another tree-cutting mod ## differences from other tree-cutting mods * no lag * cuts from the top down * recognizes specific species of tree (new trees must be registered) * recognizes tree boundaries (very approximate, but can be extended) * axes must be whitelisted (commonly known axe names are whitelisted by default) * respects protection * can be "on by default" * will automatically stop before breaking your axe * digs nodes in proportion to the axe's true speed, and will "catch up" if there's lag. * differentiates player-built and natural trees when possible (NOTE: this only applies to structures built after this mod is installed) ### commands * `/toggle_choppy` toggles whether you have to hold down "sneak" to enable choppy, or whether it will be enabled by default. ### settings see [settingtypes.txt] ### public api * `choppy.api.register_axe(itemstring)` register a tool that will work as an axe * `choppy.api.unregister_axe(itemstring)` unregister a tool that will work as an axe * `choppy.api.is_enabled(player)` returns "true" if choppy mode is enabled for a player. this means that existing processes will continue, and new processes can be started. * `choppy.api.toggle_enabled(player_name)` toggles whether the player has to hold down "sneak" to enable choppy, or whether it will be enabled by default. * `choppy.api.register_on_choppy_start(function(process, player, start_pos, tree_node))` called when a choppy process is started. return "true" to abort the process. * `choppy.api.register_on_choppy_stop(function(player_name))` called when a choppy process is stopped. * `choppy.api.register_on_before_chop(function(process, player, pos, node))` called before chopping a node. return "true" to skip the node. * `choppy.api.register_tree_shape(shape_name, def)` register a tree "shape", which allows limited ways of preventing multiple trees from being felled simultaneously. def includes two callbacks: * `in_bounds = function(pos, start_pos, shape)` called for each node which may be chopped. * `player_in_bounds = function(player_pos, start_pos, shape)` called to check whether the player has wandered away from the tree * `choppy.api.register_tree(tree_name, def)` register a tree. def defines a shape and a map of nodes to their type (trunk, leaves, etc.) * `choppy.api.unregister_tree(tree_name)` removes a tree from the registry **Tags:** pve, survival **Repository:** https://github.com/fluxionary/minetest-choppy.git **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1187, "license": "LGPL-3.0-or-later", "package_id": "rheo/choppy", "repo": "https://github.com/fluxionary/minetest-choppy.git", "tags": [ "pve", "survival" ], "type": "mod", "website": "https://github.com/fluxionary/minetest-choppy" }
**Title:** Petroglyphs **Description:** **Details:** This mod adds Petroglyphs to Minetest. - Petroglyphs spawn in Desert Stone walls - I've been having fun just using this mod, plus wielded light, and rockpiles mod. I then go to a desert biome and search for petroglyphs in the caves. It's extremely relaxing. Have fun! **Tags:** decorative **Repository:** https://github.com/Neuromancer56/petroglyphs **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 514, "license": "MIT", "package_id": "Neuromancer/petroglyphs", "repo": "https://github.com/Neuromancer56/petroglyphs", "tags": [ "decorative" ], "type": "mod", "website": "https://forum.minetest.net/viewtopic.php?t=30156" }
**Title:** NodeCore Stairs **Description:** **Details:** Stairs and slabs are one of the most often-requested features of the [NodeCore](/packages/Warr1024/nodecore/) game, even though they didn't fit the game themes/mechanics and had to be removed from a very early version. This mod adds them back in as an optional feature, in a uniquely Nodecorian way. Stairs/slabs are defined for: * Wooden Planks * Cobble * Bonded Bricks (of various types) * Lode Cubes (but not Glowing) * Chromatic Glass To craft stairs or slabs: * Build the shape of the stairs or slab in a 2x2x2 space, only these 2 basic shapes are currently supported. You must use only one of the supported materials and cannot mix them. * Make sure you have nothing else but air, and the flat work surface you're building the stair/slab unit on, in the space or surrounding that 2x2x2 space. * Place an eggcorn on top of one of the base nodes (i.e. for stairs, on the bottom step, not the top). * Use a mallet to mash the eggcorn and glue the nodes together into a unit. Stairs and slabs can be recycled by chopping them apart with a hatchet. **Tags:** april_fools, building, crafting, decorative **Repository:** https://gitlab.com/sztest/nc_stairs **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3189, "license": "MIT", "package_id": "Warr1024/nc_stairs", "repo": "https://gitlab.com/sztest/nc_stairs", "tags": [ "april_fools", "building", "crafting", "decorative" ], "type": "mod", "website": null }
**Title:** Datatest **Description:** **Details:** Inspired by digital data as represented in matrix or Tron, here they come 7 colored data blocks biomes. And pure white data blocks biome. It feels better without clouds, blooming and sky plain to black. This mod is included by default in [Colorlandia](https://content.luanti.org/packages/dibesfer/colorlandia/) **Tags:** building, decorative, mapgen **Repository:** https://codeberg.org/dibesfer/datatest.git **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 510, "license": "LGPL-2.1-or-later", "package_id": "dibesfer/datatest", "repo": "https://codeberg.org/dibesfer/datatest.git", "tags": [ "building", "decorative", "mapgen" ], "type": "mod", "website": null }
**Title:** Dice **Description:** **Details:** Decorative dice blocks. They are facing a random direction when placed and change their facing direction when rightclicked. **Tags:** building **Repository:** http://repo.or.cz/minetest_dice2.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1635, "license": "MIT", "package_id": "Wuzzy/dice2", "repo": "http://repo.or.cz/minetest_dice2.git", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Simple protection **Description:** **Details:** simple_protection ================= A Minetest area protection mod, based on a fixed claim grid, like seen in [landrush](https://github.com/Bremaweb/landrush). You can claim areas by punching those with a claim stick. ![Screenshot](https://raw.githubusercontent.com/SmallJoker/simple_protection/master/screenshot.png) License: CC0 **Dependencies** - Minetest 5.0.0+ - `default` mod or `mcl_*`: Crafting recipes **Optional dependencies** - [areas](https://github.com/minetest-mods/areas): HUD compatibility Features -------- - Easy, single-click protection - Minimap-like radar to see areas nearby: `/area radar` - Visual area border feedback, as seen in the [protector](https://codeberg.org/tenplus1/protector) mod - List of claimed areas - World specific settings -> see `default_settings.lua` header text - Customizable fixed claim grid. 16x150x16 by default. - Optional setting to protect unclaimed areas - Shared Chest for exchanging items - VoxeLibre (= MineClone2) and Minetest Game support - Translation support Chat command(s) -------------- ``` /area <command> [<args> ...] show -> Provides information about the current area radar -> Displays a minimap-like area overview share <name> -> Shares the current area with <name> unshare <name> -> Unshares the current area with <name> shareall <name> -> Shares all your areas with <name> unshareall <name> -> Unshares all your areas with <name> list [<name>] -> Lists all areas (optional <name>) unclaim -> Unclaims the current area delete <name> -> Removes all areas of <name> (requires "server" privilege) ``` About "/area show" ------------------ Area status: Not claimable - Shown when the area can not be claimed - Happens (by default) in the underground Access notation of shared areas: - `mrturtle`: Single shared area with player `mrturtle` - `mrturtle*`: All areas of the same owner are shared with `mrturtle`. - `*all`: Wild west area. Everyone has access. This notation is also valid for the other chat commands, where a `<name>` placeholder is used. **Tags:** multiplayer **Repository:** https://github.com/SmallJoker/simple_protection.git **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3965, "license": "CC0-1.0", "package_id": "Krock/simple_protection", "repo": "https://github.com/SmallJoker/simple_protection.git", "tags": [ "multiplayer" ], "type": "mod", "website": null }
**Title:** Cloud Control **Description:** **Details:** *This is Cloud Control to Major Sam...* This mod adds the `/toggle_clouds` chat command which can control whether clouds are enabled on per-player basis. Hiding the clouds can be useful for removing obstructions and improving visibility if you are building large structures that stretch above the clouds, and being able to toggle it on the fly with a chat command makes it convenient to disable and then enable clouds again for temporary visibility improvement. The `/toggle_clouds` command only takes effect for the player who calls the command, and the mod persists this preference for each player across server sessions. It is perfect for installing onto a creative multiplayer server to allow players to toggle cloud visibility for themselves. The built-in engine setting `enable_clouds` is planned to be removed in Luanti 5.11 ([#15633](https://github.com/minetest/minetest/pull/15633)) in favour of putting cloud visibility fully in control by the API. This mod serves as a drop-in replacement for those wishing to still disable clouds in a game that does not already offer the option to. **Tags:** chat, creative, environment **Repository:** https://github.com/rollerozxa/cloud-control **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 189, "license": "MIT", "package_id": "ROllerozxa/cloud_control", "repo": "https://github.com/rollerozxa/cloud-control", "tags": [ "chat", "creative", "environment" ], "type": "mod", "website": null }
**Title:** Sunset Biomes **Description:** **Details:** <h1>Sunset Biomes</h1> This is part of a bigger project I am working on, but I dislike it when content creators only give you the choice between all or nothing, so I will publish it in smaller mods. The two biomes added are called: * The Old * The Mighty I know the names sound a bit strange, but who cares? <h2>The Old</h2> A biome with small trees and some lonely houses, that were built long ago. It seems that this region of land has been there since the ancient times, no real change has occured here for a long time and it is told that the old inhabitants of this region still come back to it at night. <h2>The Mighty</h2> Wherever fragments of great power come to the world, they let it shine in the brightest colors. <h2>The Lost Kingdom</h2> These strongholds are all that remains from a once great kingdom. The few who live inside them, sealed the doors to the outside world in fear of something only they know about. *This is really barebone right now, it only generates the stronghold, people will come.* More biomes are planned and I also need to add some stuff you can craft with the materials of the biomes, but that is it for now. <h2>Note:</h2> This mod increases mapgen time by a bit especially for the old, the game might run a bit slower when generating this biome. This mod might break other mods that change the appearance of the sky or clouds. **Tags:** mapgen, mobs **Repository:** https://github.com/RisingLeaf/sunset_biomes **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 804, "license": "CC-BY-SA-4.0", "package_id": "thvk/sunset_biomes", "repo": "https://github.com/RisingLeaf/sunset_biomes", "tags": [ "mapgen", "mobs" ], "type": "mod", "website": null }
**Title:** Awards STL **Description:** **Details:** # Awards STL This mod adds awards, with support for Stellua. Based on Awards by rubenwardy and SkyBuilder's more_triggers mod for it See Introduction.md for an overview on how to use the mod, and more_triggers_api.txt for some api from more_triggers. Currently adds two Stellua-specific awards. Deliberately does not include height-related awards, these break in Stellua. Support for these may be added back in, especially when this mod is run without Stellua. **Tags:** gui **Repository:** https://gitlab.com/vejou/awards-stl **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 133, "license": "MIT", "package_id": "vejou/awards_stl", "repo": "https://gitlab.com/vejou/awards-stl", "tags": [ "gui" ], "type": "mod", "website": null }
**Title:** Condensed Cobblestone **Description:** **Details:** Add VERY CONDENSED version of cobblestone. 81 in one. This mod is an extract of [LinuxForks's fork of moreblocks](https://git.bananach.space/moreblocks.git). **Tags:** survival **Repository:** https://github.com/C-C-Minetest-Server/condensed_cobble **License:** Zlib
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 483, "license": "Zlib", "package_id": "Emojiminetest/condensed_cobble", "repo": "https://github.com/C-C-Minetest-Server/condensed_cobble", "tags": [ "survival" ], "type": "mod", "website": null }
**Title:** Tools Using the Node Damage and Repair System **Description:** **Details:** This is a mod that takes the node_damage API and applies it to every item in the game, effectively replacing the usual digging interactions. The actual digging times should be about the same, but you get long-lasting node damage, which must be manually repaired or replaced if something important (like a house wall) gets damaged. To help in repairing, you can make a variety of "mallets" with support from a wide variety of mods that add ores. Mallets work like any usual tool, except instead of breaking blocks, they repair them. However, mallets also need you to have glue in your inventory to work. This mod can either add its own glue or rely on Mesecon's glue if it exists, and each piece of glue allows to 9 repairs to be done. An api.txt file is provided if you wish to work with this system or make new mallets in your own mod. **Tags:** library, tools, world_tools **Repository:** https://github.com/Noodlemire/nd_tools **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 788, "license": "LGPL-2.1-only", "package_id": "Noodlemire/nd_tools", "repo": "https://github.com/Noodlemire/nd_tools", "tags": [ "library", "tools", "world_tools" ], "type": "mod", "website": null }
**Title:** Last Login Signs **Description:** **Details:** This mod adds signs that show the last login of players that right-clicked them. A wooden sign and a steel sign are included, and more can be added through the API. ## API ### Registering a sign Use `last_login_signs.register_sign(nodename, def)` like you would use `core.register_node` or [`signs_lib.register_sign`](https://github.com/mt-mods/signs_lib/blob/master/API.md#registering-a-sign). Two definition settings are different from `signs_lib.register_sign`: * `on_rightclick` defaults to `last_login_signs.rightclick_sign` * `after_place_node` defaults to `last_login_signs.after_place_node` ### Functions * `last_login_signs.register_sign(name, def)` described above * `function last_login_signs.rightclick_sign(pos, node, player)` adds the player to the sign * `function last_login_signs.after_place_node(pos, ...)` writes the initial text to the sign * `function last_login_signs.update_sign(pos, node)` forces a sign update ## Contributing [Send a patch](https://git-send-email.io) to [this mailing list](https://lists.sr.ht/~fgaz/public-inbox) a [pull request](https://docs.codeberg.org/collaborating/pull-requests-and-git-flow/) to [the Codeberg mirror](https://codeberg.org/fgaz/luanti-last_login_signs). **Tags:** building, multiplayer **Repository:** https://git.sr.ht/~fgaz/luanti-last_login_signs **License:** EUPL-1.2
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 440, "license": "EUPL-1.2", "package_id": "fgaz/last_login_signs", "repo": "https://git.sr.ht/~fgaz/luanti-last_login_signs", "tags": [ "building", "multiplayer" ], "type": "mod", "website": "https://sr.ht/~fgaz/luanti-last_login_signs/" }
**Title:** J_Mute **Description:** **Details:** # j_mute ## What this mod does This mod is used to moderate chat, if someone is spamming, you use /mute player-name and they wont be able to type in chat, then, when you think they have learnt a lesson, you use /unmute player-name, or , if you want to mute someone for a certain amount of time, use /mutesec player-name seconds, and it will automatically unmute them after the certain amount of time. ## License LGPL 2.1 ## Dependencies Default ## Version v1.0 ## Special thanks Thanks to:<br /> yayyer: the idea for this mod<br /> discord: yayyer#5489<br /> HimbeerserverDE: help programming<br /> shoutout: https://himbeerserver.de<br /> discord: HimbeerserverDE#3585<br /> Fleckenstein: help programming<br /> shoutout: https://elidragon.com/member/Fleckenstein<br /> quote: "trees are green"<br /> ## Contact To contact me, message me on discord: j45#7171 **Tags:** server_tools **Repository:** https://github.com/Minetest-j45/j_mute **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 911, "license": "LGPL-2.1-only", "package_id": "j45/j_mute", "repo": "https://github.com/Minetest-j45/j_mute", "tags": [ "server_tools" ], "type": "mod", "website": null }
**Title:** WorldEdit Maze Generator **Description:** **Details:** **Changes in Version 2.0:** * patched crash * added luacheck * added github actions to run luacheck * made game agnostic * added worldedit command that takes three optional arguements * renamed mod yes, this is slightly overkill to fix a mod **Changes in Version 1.1:** * Nodes from third-party mods can now be used as maze materials (thanks MT_Dad) I started this to implement a maze generation algorithm that I use when I draw mazes on paper. The result is not exactly this algorithm since computers are apparently too dumb for it, but it's worth to be shared anyway. ### Things you need to know about the mazes: - Start at one corner and find your way to the opposite corner - There is exactly one way - Big mazes will drive you crazy - Mazes do not have a floor or a top cover by default, add this using WorldEdit if you want. ### Generating a maze: - Use WorldEdit to define 2 opposing corners. The maze is spawned between them and all walls are as high as the height difference between the two positions. - Execute this chatcommand: /maze [any random number as seed] Note: the maze always has odd dimensions, if the x/z distance between pos1 and pos2 is even, the dimension is just rounded down. ### Changing maze materials: - On top of init.lua, you find some content id assignments. Change the node names in there. - Alternatively, you can just replace the generated nodes with the WorldEdit //replace command. **Tags:** world_tools **Repository:** https://github.com/wsor4035/worldedit_maze **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2076, "license": "LGPL-2.1-only", "package_id": "wsor4035/worldedit_maze", "repo": "https://github.com/wsor4035/worldedit_maze", "tags": [ "world_tools" ], "type": "mod", "website": null }
**Title:** Public Tp **Description:** **Details:** ## Commands use '/public_tp' to open up the tp UI ## Permissions * public_tp_add - allows player to add a tp place * public_tp_admin - allows player to remove any tp place, and add as many places as they want. * public_tp_extra - allows player to register extra tp places **Tags:** chat, transport **Repository:** https://github.com/JamesClarke7283/public_tp **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 601, "license": "GPL-3.0-or-later", "package_id": "Impulse/public_tp", "repo": "https://github.com/JamesClarke7283/public_tp", "tags": [ "chat", "transport" ], "type": "mod", "website": null }
**Title:** Playtime Recorder **Description:** **Details:** This mod allows you to get your playtime on a server or a world. Just use /playtime to get it. This mod has the functions as API: playtime.get_current_playtime(name) / playtime.get_total_playtime(name) **Tags:** library, world_tools **Repository:** https://github.com/Lejo1/playtime **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1467, "license": "MIT", "package_id": "Lejo/playtime", "repo": "https://github.com/Lejo1/playtime", "tags": [ "library", "world_tools" ], "type": "mod", "website": null }
**Title:** TMTRAINER **Description:** **Details:** TMTRAINER ========= Turn your Minetest world into an incomprehensible glitched out fever dream with TMTRAINER! Inspired by the [item of the same name](https://bindingofisaacrebirth.fandom.com/wiki/TMTRAINER) in *The Binding of Isaac: Repentance* which is itself a tribute to the *Pokémon Red/Blue* [glitch of the same name](https://bulbapedia.bulbagarden.net/wiki/TMTRAINER_effect), TMTRAİNER will corrupt your Minetest item/node descriptions, textures, and sounds to create a jumbled mosaic of digital chaos. Despite ıts glitchy nature, TMṪŖAI₦ĘR is made to be stable and consistent . T̸M̷T̵R̷A̶I̴N̶E̶R̶ uses a seedeđ randomm number generator and sorts its iterations such that it will always produce the same glitches as long as the installed mods and settings are kept the same。 This allows players to continue playing the game "normally" once they learn which glitches correspond to which items, Furthermore, T̶M̶T̶R̸A̷I̴N̵E̶R̶ has no permanenT or lasting effects on the game.While enabled,Ṯ̶͗Ḿ̴̰Ț̴͋R̸͉͗A̴̖̋I̸̹͂N̵̪̎É̸͜R̷̥̈ will corrupt your game, then if it is later disabled,, your game will immediately return to normal as if nothing happened . Controlling T̴̢̂M̸͈͗T̸̬̓R̷͚̀Á̶̹I̷͙̽N̶̥̋Ḙ̸̀R̸̹̐ --------------------- T̴̡͓̑̅M̷̧̟̒T̴̟̩̦͋͗͋̚R̵̰̳̥͒̂Ą̸̢̮̀ͅI̴͎̜̤͍͗̊͘N̴͈̻͓̓͆̔E̴̙͇͋̄R̸̦̽͋͐ provides a limited means of control~ over its behavi◙r by way of its seed and the `/tmtrainer` slash command. The slash comma◆d requires the `tmtrainer` privilege which can be granted by way of the usual Minetest privilege granting. g At present,▒the `/tmtrainer` command only allows players to get/set its seed ? The following commands are available:. - `/tmtrainer seed`: View the current T̸̀̓̌͜M̶̠͙͛́̇T̴̞̺̱̃̈́̚R̷͖̀͝Ȁ̸̭͌͑̿I̸̢̥̅N̸̜̞͒̋̒̚E̸̘̼̞̍R̶̹̯̬̀͆ͅ seed - `/tmtrainer seed 1234`: Set the world's T̵̡̺̜͍̫̪̜͖̬̥̮͛͐̓̋͋̅̉̕M̶̨̡̙͍̬̜̹͙̪̓͋̌̿̏̿̆͌͝Ṯ̵̼̗͈̦͚̆̈́̀͒̏͑͌͌̅̽R̴̜̬̦̻͈̟̹̳̼̄̈́̊́ͅḀ̵̅͑͋̃͐̔̂̉̇͒Ȉ̸̛̮̦̜͖̲͖̳̐͊͑̅̓̊͜͜ͅͅN̴͎̝̆̄́̈́̀̄̑̊̀̈́̆͛Ę̶̧̧̝͕̱̘̪̪̻̬̐̏́̀̕͝Ŕ̵͈̩͈̞̅͒̑̈͛̈́̅͐́̕̕ seed to the specified number (a positive integer( - `/tmtrainer seed random`: Set the world's T̷̡̬͎̠̱͓͔̺̮̺̺̜̟̬͎̖͇̰͙͔͇̠̼͚̅̈́̓̊̔̀̈́͌͒̎͐͋̓̀̓͘͝͠M̵̢̨̡̢͈̹͙͕͕͕̹̫̬̩̘̩̝̎̔̔͋́̋̑̒̂̀̽̆͑̎͘͘T̴̢̢̳̰͖̮͔͖̆̏̈́̽̃͐͑̍R̶̨̧̛͓̺̪̟̻̟͚̥̮̺̺̙̠̲̹̲̬̙̮̯̙̼͇̥̣͌̽͊͌͗̌̅̈́̓̆̇̃̓͋̑̀͛͒͌̂̚̚͠͝Ả̷̧̨̛̹͖̖̫̭̦̺̳͖̤́́͂̾́Ȋ̶̡̢̲͙̗͇̬̜̳͈͎̼͙͐̐̇̈̍͗̅̅̎̔̋́̂͘̚͘͜͝N̸͇̘̰̯͉̬̬͔͒͗E̷̡͇͕̖̬̘̤͇̼̙͖͙̺͓͂͌̍͐́̾̾̄͐̽͐͋̕̕͜͝R̸̡̧̢̡̛̦̞͖͍̫̮̺̠̣̭͕̜̝͕͈̖͔͙̱̦̼͑̾́̒̾̆̊̇̍̑̇̑̓̑́̐̌͋̾͑̚ seed to a random number r r r After setting the seed,restarting the world will reflect changes base▒ on the new seed. Even a small change in the seed value will result in dramatically different glitch effects. █████ Note that the seed value in the T̷̨̛̛͕̮͚̹̟͕̱̊͌̓̎͑̊̌̐̌͗̈́̀͒̾̑̋̑̑̈́̀͗̇̍͆̆̒͋̎̂̌͊̓͌͊̂̔̅͋̒͆̽̐̏̒́̾̅͒̾̎̋̓̇̆̂̈́̅͘̕̚͘̚͘͘͝͠͝͝͝͝M̸̧̡̡̧̨̡̨̧̡̛̛̛̹̦͉̘̗̟̭̲̫̭͈̠̯͔̗̦̯̗͉̩͈̝͈̯̲̯̮̣͈̝̮̤̦̭̤̠̟͚͉͖̹͇͇̝̝̪̬̝̥̤̻̗̠͖̱̳̫̠͕̱̼̝̣̮̗̪͈̹͖͎̩̮̺͔̭̝̮͔̝̯͔̺̫̞̙͉̯̜̱͔̝̩̤̜͗́͂͒͑̓̈́͑̊̒̉̒́̈́̉͑̿̋̂̏̿́͗̇̏̀͂͂̓́́͌͌̓̿̈́̉͛̽̊̃͛̀̿̓́̓̚̕͘̚͜͜͜͜͝͝ͅͅŢ̸̢̧̨̧̧̨̢̢̨̧̣̗̙̭̬̟̮͇͉̫̠̖̤̟̱̜̪̤̻̠̩̭̘͙͔̲̮̞̺̟̝̖̫͓̝̭̦̤͔̻̠̠̬̫̬̰̦͕̪̞͇͈̺͓̳̟̪̩̱̟̣͇̗̒́̑̃̓̽̏̎̇͗̏́̊͘͜͜͜͝͝ͅͅͅŖ̷̨̨̧̛̭̠̲̱̫̟̻̹̗̻͕̮̪͖̟̗̻̪̦͚͉̳̖̮̖̤̙̣͉̞̲̮̻͔̞͍̩̫͓̞̣̺̦̫̩̘͖̮̭̩̤͙̟͖̼̗̖̰̬̙̰̮̗͍̲̥͔͙̳̤̬̗͉̼̰̭̝̠̦̭͎̎̆̃̈́͗̾̎̄͗̅̐̓̉͑́̈̃̋͑͂̈́̂̒̃͌͐͑͑͂̓̒̍̅̅̇̂̓͊̓̈́͋̐̊͐̊͂̽͛̀̍͂̊̊̀̿̏̿̿̃̈́̎͗̿̈̈́̒̎̓̄̈́̕̚͘͠͝͝ͅͅͅÀ̴̡̧̯̼̰̰̤̮̙̦͈̯̻̮̺̪̘̹̤̭̲̦̠̰̮̯̲̠̖̤͓͖̺͙͎̠͚͓̱̘̭̝̱̗̣̝͖̮̰͚̂̉̏͑͂̂̈̀̎̆͊̈̎̈͌̎́͊̚̕̕̚͜͝͠ͅI̶̢̡̛̙̣̱͎̥̼̜̼͚̦̗̖̻̳̖͔̥̦̫̯͇̹̼̠̬̟͕̞̤̔̓̄́͌̎͐̾̒̄̐͑́̒̎̚͜͜ͅͅN̵̨̧̢̨̧̨̛̛̛̗̠̬̙̬̝̖͕̲͈̮͈̞̞̣̪͓͇̣̠̰͉̙̦͙̮̪̤̜̜͎͓̼̫͈͓̼̜̜̫͖͎̹͇̯̞̰̫̙̱͕̜̯͎͍̟̗̜̰̰̯̘̮͔̘̞̯̥̫̞̻̱̒͋̔͒̽͗̀̋̓̇̀̓͆͑̒͋̋̉̾̑̓̍͊̔̽̉́̐̓̊̾̋̔͌̀͑̋͐̀̆́̉͂̾̾̊͗́̆̀͛̊͂̅́̈̿̿͑͘̕͘̚̕͜͜͠͝ͅͅĘ̶̢̨̛̛͉̼̰̹̝̪͈̺͕̞͓͍͚̞̞̭̖̭̹̣̹͈̳̮͍̦̣̺̪͓̼͖̘̥̫̭̤̞̖͓̼͈͚̥̹̺̦̱̦͖͕͇̹̼͍̥̘̰̪̮̝͍̙͙̼̰̯̟̳̝̼͚̳̇͊̅̐͛͐͑̅̒̓͒̓͌̈̒̃͗̽̍́̋̀͆̀͊͋̈́̅͌̎̅̿͆́̎̀̓̿̍̿̉̀̀̈̈́̾͒͐͊̿́͊̓̋̄̈̑̽̂̌͒̂́̂̈́̎̀̄̀͌̆͊̄̃͋̌̃̔͗͛̀͊̀́́̇̿͋͗̅͑͐͗͐̒̔́̚̕͘͘͘͜͝͝͝͠͠͝͠͠ͅR̴̢̧̧̢̧̛̛̼̟̟̩̯̬̫̳̻̝͎̻̭̻̭̺̮̻̰͙̠̥͚̠̯̘̳͕̤͖̻̳̜̩̲͔̻̭̜̩̖̝̭̣͉͕̝̪̣̠̲̖̹͖͈͇̲̟͙̖̞̩̔̀͐͗̽́̃̊̈́̆̇̒̔̃̇͐̌̄̔̀̎͒̓̈̄́̈͋̓́̑̃̈̍̍́̈́̐̽͂̇̋͗̉̃͗̆̅́͆́͐̒́͂͗́̊̑̃̀̒̿̑͂̋̋̎̕̕͘͘̚̕͘͜͜͠͝ mod settings is only used to initialize the seed for a new world and has no effect after the world is created□ ¸ --- --- --- --- --- --- **Tags:** april_fools **Repository:** https://github.com/EmptyStar/tmtrainer **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 178, "license": "MIT", "package_id": "EmptyStar/tmtrainer", "repo": "https://github.com/EmptyStar/tmtrainer", "tags": [ "april_fools" ], "type": "mod", "website": null }
**Title:** Minetest Discord Webhook **Description:** **Details:** This Minetest mod allows you to mirror chat messages, server status updates as well as player connections and deaths to your Discord server. Unlike other mods, this one uses webhooks to directly post messages to Discord - there is no need to run a proxy or waste your time setting up a Discord bot, which makes getting started only a matter of seconds. On top of that, you can literally customize everything! What information you want to be mirrored, what color notification boxes should have, or in what way to style a player name - everything is up to you - and it's available in 7 different languages. Give it a try! Do note that since it uses webhooks rather than a full Discord bot, it only bridges in one way from Minetest to Discord, and not the other way around. > ⚠ **WARNING** > Version v2.1.0 comes with new setting keys for the Webhook URL and language parameter. Mod tries to migrate automatically. ## Getting started ### Install Minetest mod To install this mod, you have two options: * Clone this repository into the `minetest/mods` directory by executing ```shell git clone https://github.com/activivan/mt-dcwebhook.git ``` * Download this repository as an archive: https://github.com/activivan/mt-dcwebhook/archive/refs/heads/master.zip and extract the downloaded file into the `minetest/mods` directory. Rename the folder to `dcwebhook` ### Creating a Discord Webhook 1. Go to your Discord server settings 2. Go to "Integrations" 3. Go to "Webhooks" and create a new Webhook 4. Copy the URL of the webhook to your clipboard ### Configuring the mod The Discord Webhook URL setting is the only one required for this mod to work. Paste the URL of the webhook you created into `minetest.conf`: ```conf dcwebhook.url = https://discord.com/api/webhooks/blablabla ``` Optionally, set the language you want the system notifications to be in. Languages currently available: English: `en` (default), German: `de`, Russian: `ru`, Dutch: `nl`, French: `fr`, Spanish: `es`, Italian: `it`, Japanese: `ja`, Chinese: `zh`, Malay: `ms` and Indonesian: `id` ```conf dcwebhook.lang = de ``` ### Add mod to http_mods As this mod needs access to the Minetest HTTP API to work, it has to be added to the `secure.http_mods` property in the `minetest.conf` file. Alternatively, it can be added to `secure.trusted_mods`. ***Note:** Due to the need for the Minetest HTTP API, this mod only works on Minetest Servers built with cURL support* ## Customizing the mod There are many different ways in which you can customize this mod. All available settings are listed in `settingtypes.txt`. Go check it out! **Tags:** chat, multiplayer **Repository:** https://github.com/activivan/mt-dcwebhook.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 867, "license": "MIT", "package_id": "activivan/dcwebhook", "repo": "https://github.com/activivan/mt-dcwebhook.git", "tags": [ "chat", "multiplayer" ], "type": "mod", "website": null }
**Title:** Gray Death **Description:** **Details:** **Gray Death** This mod lowers the color saturation when a player dies, i.e. the screen becomes grayscale. _This mod requires shaders._ Before using this mod, ensure that shaders (`enable_shaders`) are enabled (it is enabled by default). _Note for 5.8.0 players:_ This mod needs the filmic tone mapping setting (`tone_mapping`) to be enabled (it is disabled by default). **Configuration** To configure this mod, use the Settings menu > Content: Mods > Gray Death. The configuration is _not_ saved per world, but saved globally. See [README](https://github.com/srifqi/gray_death#readme) for more information. **Tags:** gui **Repository:** https://github.com/srifqi/gray_death **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 265, "license": "MIT", "package_id": "srifqi/gray_death", "repo": "https://github.com/srifqi/gray_death", "tags": [ "gui" ], "type": "mod", "website": null }
**Title:** YL Matterbridge **Description:** **Details:** # yl_matterbridge ## Purpose This mod adds support for [matterbridge](https://github.com/42wim/matterbridge) to handle chat messages between Minetest and other chat protocols like - Discord - IRC - Matrix - Telegram - Twitch - WhatsApp - and more ## Download Get it from https://gitea.your-land.de/AliasAlreadyTaken/yl_matterbridge ## Installation copy the "yl_matterbridge" folder to your mod folder and enable it in your world.mt. add yl_matterbridge to secure.http_mods in your minetest.conf ``` secure.http_mods = yl_matterbridge ``` Download and install [matterbridge](https://github.com/42wim/matterbridge) ## Configuration Create a config for [matterbridge](https://github.com/42wim/matterbridge) and the chat protocols you want to use. * https://github.com/42wim/matterbridge/wiki/How-to-create-your-config * https://github.com/42wim/matterbridge/wiki/Api An example config for minetest looks like this ``` [api.mt] BindAddress="127.0.0.1:4242" Buffer=1000 RemoteNickFormat="{NICK}" #Token="DISABLED, NOT YET SUPPORTED" ``` Gateway section: ``` [[gateway]] name="default" enable=true [[gateway.inout]] account="api.mt" channel="api" ``` ## Modmakers API: Overwrite these function in your chat mod, if you want to handle messages yourself Don't forget to add an optional dependency to yl_matterbridge Overwrite this function to receive something from the bridge ``` function yl_matterbridge.receive_from_bridge(user_name, message_text) core.chat_send_all("<" .. user_name .. "@irc> " .. message_text) end ``` Overwrite this function instead if you want to use other fields coming from the bridge. ``` function yl_matterbridge.receive_all_from_bridge(dataset) if dataset.username and dataset.text and dataset.account then local user_name = dataset.username local message_text = dataset.text local account_name = dataset.account yl_matterbridge.receive_from_bridge(user_name, message_text, account_name) else core.log( "error", "[MOD] yl_matterbridge: receive/http.fetch failed. No dataset in returned data = " .. dump(dataset) ) end end ``` Call this function to send something to the bridge ``` function yl_matterbridge.send_to_bridge(user_name, message_text) send(user_name, message_text) end ``` Set this function to yl_matterbridge.chat_message = function() end if you call yl_matterbridge.send_to_bridge yourself ``` function yl_matterbridge.chat_message(user_name, message_text) send_to_bridge(user_name, message_text) end ``` ## Supported versions If you run yl_matterbridge in one of the supported versions, but something is wrong, please [file a bug](https://gitea.your-land.de/AliasAlreadyTaken/yl_matterbridge/issues/new). PRs also welcome. If you run yl_matterbridge in one of the unknown versions, like MacOS or Android or Linux, please tell us whether it works or not. We will add your findings to the readme. There is no reason to believe it doesn't work anywhere, but you never know. ### Windows MT versions 5.0.0, 5.0.1, 5.1.0, 5.1.1, 5.2.0, 5.3.0, 5.4.0 5.4.1, 5.5.0 ### Linux MT versions 5.5.0 ### MacOS unknown ### Android unknown ### Misc unknown ## Allied projects If you know a project that uses this bridge tell us and we will add it to the list. * smart_chat : https://github.com/acmgit/smart_chat/ ## Uninstall Remove it from your mod folder or deactivate it in your world.mt Mods that depend on it will cease to work, if the mod is removed without proper replacement. ## License MIT ## Thank you * Bla * clyde (https://github.com/acmgit/) **Tags:** chat, complex_installation **Repository:** https://gitea.your-land.de/AliasAlreadyTaken/yl_matterbridge.git **License:** MIT
Luanti ContentDB
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**Title:** Floppies **Description:** **Details:** This mod adds throwable floppies to Minetest... That's what they're used for right? The floppies can be crafted with 7 wool nodes in a H-shape, a steel/iron ingot at the top and paper at the bottom. Red, green and blue floppies exist, craftable with the equivalent wool in Minetest Game. **Tags:** april_fools, decorative **Repository:** https://github.com/rollerozxa/floppies **License:** MIT
Luanti ContentDB
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**Title:** 7px **Description:** **Details:** 7 pixel texture pack. This is a work in progress, not all textures are final. All tools from Minetest Game have textures; a number of nodes are textured, though you will see many nodes fall back to the default textures at the moment. Constructive criticism and contributions are welcome. **Tags:** less_than_px **Repository:** https://codeberg.org/ekl/7px **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 946, "license": "CC0-1.0", "package_id": "ekl/7px", "repo": "https://codeberg.org/ekl/7px", "tags": [ "less_than_px" ], "type": "txp", "website": null }
**Title:** BetterPM **Description:** **Details:** # BetterPM BetterPM is a minetest mod that improves private messages. It is completely customizable but also ready to use. ## Config All these values can be changed in the file `settings.lua` * `target` represents who receives the message, `sender` represents who sends the message. * You can customize message text color by changing `targetMsgColor` and `senderMsgColor`. * You can customize prefix color by changing `targetPrefixColor` and `senderPrefixColor`. * You can customize the prefix text by changing `targetPrefix` and `senderPrefix`. You can use `{target}` and `{sender}` placeholders to respectively represent the target and the sender names. ## Usage * `/msg <name> <message>` to send a private message to _name_. * `/w <name> <message>` as an alias for /msg * `/r <message>` to reply to the latest private message you received. * `/pmignore` to ignore all private messages (do the command again to stop ignoring private messages) * `/pmignore <name>` to ignore all private messages from specific players (do the same command again to stop ignoring private messages) ## Note The icon was created by Giov4. **Tags:** multiplayer **Repository:** https://gitlab.com/SonoMichele/betterpm-minetest **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1383, "license": "GPL-3.0-only", "package_id": "SonoMichele/betterpm", "repo": "https://gitlab.com/SonoMichele/betterpm-minetest", "tags": [ "multiplayer" ], "type": "mod", "website": "https://micheleviotto.it" }
**Title:** ServerSay **Description:** **Details:** # Minetest-Mod: ServerSay Github: https://github.com/Truemmerer/serversay ## Command and Privilege: **Privilege:** *serversay* **Command:** */ssay <message>* You can change the Color in the *init.lua* file. **Tags:** server_tools **Repository:** https://github.com/Truemmerer/serversay **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1183, "license": "GPL-3.0-only", "package_id": "Truemmerer/serversay", "repo": "https://github.com/Truemmerer/serversay", "tags": [ "server_tools" ], "type": "mod", "website": null }
**Title:** Unter Null **Description:** **Tags:** mapgen **Repository:** https://github.com/CasimirKaPazi/unternull **License:** GPL-3.0-only
Luanti ContentDB
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**Title:** One hit knock-out **Description:** **Details:** ### Note: * Your HPbar will display as full, it's normally, because it calculates difference between current HP and max HP. This mod sets max HP to `1`, so `1`HP is now 100% of the bar. **Tags:** pvp, survival **Repository:** https://github.com/zmv7/minetest-mod-ohko **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 261, "license": "GPL-3.0-only", "package_id": "Zemtzov7/ohko", "repo": "https://github.com/zmv7/minetest-mod-ohko", "tags": [ "pvp", "survival" ], "type": "mod", "website": null }
**Title:** Manny **Description:** **Details:** We were laughing about that reddit post while in a voice call and I thought this would be a funny quick mod to make. I'm sorry. Manny is a Hamster. Manny loves Vinegar and Baking Soda. Don't let your kids use this mod. ### LEGAL DISCLAIMERS: If you install this on a server and give players access to the contents of this mod things will ikely explode (server hardware included) There is no hard limit for how much Vinegar and Baking Soda you can give to Manny and therefore there is no set limit to how big the explosion will be. Use common sense. Too big of an explosion can crash the game or worse on lower end hardware. Have fun! **Tags:** april_fools, mobs, pve, tools **Repository:** https://github.com/ElCeejo/manny **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 375, "license": "MIT", "package_id": "ElCeejo/manny", "repo": "https://github.com/ElCeejo/manny", "tags": [ "april_fools", "mobs", "pve", "tools" ], "type": "mod", "website": null }
**Title:** Saturation Adjustment **Description:** **Details:** Adds a chat command that allows you to adjust the saturation of the graphics. To use, type `/saturation` in the chat. A slider will show up on the screen allowing you to adjust the saturation, with a scale between 0.0-2.0. Currently saturation effects require Tonemapping (`tone_mapping`) to be enabled! This is a limitation of the engine and might not be necessary in a future update however. **Tags:** environment **Repository:** https://github.com/rollerozxa/saturation-adjustment **License:** MIT
Luanti ContentDB
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**Title:** UndoMistakes **Description:** **Details:** # UndoMistakes - - - You can undo Mistakes, such as stripping Wood → https://qyint-community.github.io **Tags:** survival, tools **Repository:** https://github.com/Qyint-Community/qyintessential-minetest-mods/tree/main/undomistakes **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 292, "license": "GPL-3.0-only", "package_id": "mi.sh/qyintessential_undomistakes", "repo": "https://github.com/Qyint-Community/qyintessential-minetest-mods/tree/main/undomistakes", "tags": [ "survival", "tools" ], "type": "mod", "website": "https://qyint-community.github.io" }