because i would only be repeating a lot of the great things already said in the reviews here, i wanna focus more on the critique and criticisms without hopefully spoiling the game and discoveries for new players. if you want to avoid spoilers, skip this review now, this is not for you.
the technology of the other civilization(s) which have been on this planet before, it's too cryptic. maybe i just haven't played enough, but like, wth do i want or need a temp probe for if i can already see the temp on my HUD, and other such things like that. i've collected a number of things from the ancients, but, other than maybe decorations, i can't figure out what they're for and how to use them.
Idk, I just don’t think the FPS genre works for Minetest
I don’t know why, but I just can’t get myself to like this minigame. I feel like the FPS genre doesn’t really work for Minetest, as Minetest was never made for this.
I recognize all the features and depth in this game, but no matter what, I just can’t have fun. Doesn’t matter if I win or lose, it just gets boring for me. It's hard to explain, but somehow the controls just feel a bit off and don't feel like that of a proper FPS.
Also, you have a special tool that you can use to do super jumps which sounds awesome on paper but in practice you first have to select the super jump tool first and then punch the ground. It's inconvenient and slow to use and it doesn't feel smooth; other "parcours"-focused shooters like Red Eclipse do parcours better IMO.
The game isn't bad tho, there clearly was a lot of thought and effort put into it. Maybe I'm just not the right type of player, idk. So: Neutral rating.
NOTE: A previous version of this review complained about a major lag problem in this game, causing misses far too often, making it practically unplayable to me. But this issue has now been resolved, I can actually hit things now. So I replaced this review with a re-review. The old review rating was: Neutral (so no change).
This is one of my favourite minigames on the A.E.S. minigame server and it gets better the more players there are. This one is reason alone to go on the server.
It's basically a deathmatch, but fantasy-style. Sounds simple, but it isn't because of a non-trivial set of weapons of a class you can choose: Warrior and Mage. And its fun to play. Hard to explain, you just have to try it out yourselves.
The two classes seem to be more or less balanced except MAYBE the "fist" ultimate because it seems it can never miss unlike the mage's ultimate. On the other hand, the mage's ultimate can kill multiple players but it can miss. So I am not sure if this is good of bad balancing.
The UI is very polished apart from a few little bugs (all reported).
A minor criticism I have is that most player hits are silent from the attacker's perspective. This is most irritating when hitting someone with a sword.
I haven't worked w/ arena_lib a lot so far but from what I've learned by going through the documentation and fixing some bugs of existing minigames, I think it seems quite powerful. What is especially interesting is the editor mode where you can edit arenas with special "items" in your hotbar which act like some kind of "mini menu". It is unusual but I understood it somehow.
Nothing of the mod's design seems to disturb me so far, coding with it is fairly reasonable with no weird surprises.
A minor downside are the signs because they introduce non-translatable text. Signs are hardcoded in arena_lib and can't be removed but I've read it is possible to add alternative entry methods (not tested so far).
The only major criticism I currently have is that there is no player or admin manual, only a programmer's manual because not everything is obvious from the player/admin perspective (although it is mostly intuitive already). For example, I don't know how many players are aware that you can rightclick the signs to enter spectator mode. And it also took me quite some time to figure out how to set up my own test world with arena minigames because the documentation doesn't say.
Arena_lib has been successfully supporting the A.E.S. minigame server which is I guess evidence enough for it's power. Overall, I can give it a clear recommend.
I think this is currently the worst minigame on the A.E.S. minigame server right now. The premise is as simple as it is boring. You just jump from platform from platform. The game will get faster over time, until it hits a limit and that's the only thing that changes. Yawn.
The reason why I think this game is so boring is because it's so repetitive. There are always 9 platforms and each round the same thing happens: 8 random platform disappear. Yawn. The game doesn't even try to be a little bit more interesting by adding some variation, surprise, challenge. The only difficulty increase here is by speed which I feel is not enough.
Balancing is also an issue. Sometimes, a jump is just physically impossible that even perfect timing and jumps won't save you. This is often the case late in the game when you must from one corner to another. While I understand the game wants to prevent games from going on forver, it still feels poorly balanced. Because the timer doesn't seem to take the required jump distance at all.
There is no consideration of colorblindness at all.
Then, the mod's coding is just horrible. The logic is very much hardcoded and painful to set up. You have to manually set the coordinates for all 9 platforms. PAIN. There is no consideration for extensibility at all. So if someone wants to seriously improve ColourJump: Don't. Burn it all to the ground. Instead, start it from scratch; it'll be easier.
the campfire is really cute, and the animation and burnout are really neat
i haven't looked to see if there's a setting to change the amount of time, but the fire burns out in a minute or less.
after watching an alfaro gaming video on youtube about "forgotten mods", one of them was called the campfire mod, which i thought was so cute/cool; it has a round campfire as well as a sleeping bag, which u can skip night in. i searched for it here, but only found this - i'm assuming it's the same one but it's now called "New Campfire"? anyway, IF this is that mod, but update, sad to see the omission of the sleeping bag. the sweet thing about it was that combo, and more useful as well.
anyway, if that's just something else altogether, i apologize, this being just a campfire alone is a nice little mod.
Its on its early stages but with enough complexity to give you at least an hour of game before you can produce every item in the game.
It can crash when using refineries tho. Check the github issues for a fix.
This mod is excellent for creating mods if you are a beginner especially since making an entirely new mechanic can be dificult. I would, however like if you could right click on an armor stand with a piece of armor in you hand to add it.
The mod adds a lot of opportunities to organize your own virtual production within the modification. Manual described by the author for many things and designs, not very clear from the first time, but it is better than using "poke methods", in an attempt to assemble something that works.
Also a surprise was the substitution of smelting vanilla iron ingots for ingots from the mod. You can not make anything from them (I mean tools) - at first upset, but this feature to fix, without killing the ability to use iron ingots from the mod to build machines.
Among the pluses of this mod I note the extensive collection of crops, some of them try to look for more) In conjunction with the mod "Scythes & Sickles", the aspect of growing crops in the original game is improved in times.
As advertised and as expected, this mod does a great job of keeping the time of day set to a specific time. The results of the /permatime command are instantaneous and will keep the world's time locked to the exact time specified. As of this writing, it doesn't accept integer times like the /time command and can crash if /permatime is used with improper formatting or missing values, but it works perfectly when used correctly.
I haven't had a chance to explore all of the uses for this mod, however, I am able to use it to do a number of things. One of the biggest issues I had was that I was not savvy enough to figure out how to use several of the items in this mod on my own, so I'm glad that I had other players to help explain some of it to me.
Minerchest is a great machine, however it doesn't support several mods at this time that I would love to see implemented, such as:
quartz,
gemstones, and
compressed nodes from moreblocks.
Compactor is one of my favorite machines. The recipes are at the bottom and you can scroll through 6 different ones.
I like this Mod! Lots of interesting stone to find and use!
However, there is no way to turn some of your cobbled stone back into non-cobbled stone. Of the stone I have mined, the following can't be reverted:
1. Cobbled Howlite can't be made into Howlite.
2. Cobbled Shale can't be made into Shale.
3. Cobbled Beige Tuff can't be made into Beige Tuff.
4. Cobbled Grey Tuff can't be made into Grey Tuff.
5. Cobbled Red Tuff can't be made into Red Tuff.
There may be more that I haven't found yet. I want to use the non-cobbled versions & I don't want to have to go into Creative Mode to do it.
Mod won't even load. There are too many error messages.
There are way too many errors with this mod. It is completely useless since it won't even load. The debug text file had over 200 lines of error with this mod alone.
I am so tired of having to make yet another account for these errors. I stopped at github and this is yet one too many. So I won't be posting to the issues in the post unless they can move their issues board to minetest forums or github.
And yes this was downloaded from the master file on NotABug.
This is a great extension and use of telemosaic! I suppose it's most useful when players don't have homes or much time/resources invested in a specific location but wants to travel extensively.
Some worldgates are generated on near vertical surfaces and other unfortunats locations (which begs for an easy to use find_flat_surface type of function/mod to be written, since it's such a reoccuring problem)
This game is a platformer featuring good music, stylish levels and a simple story that makes it feel like something fresh.
Jumping, gliding, climbing, this game has it. It also features a nice HUD and an in-game tutorial that makes it user friendly and discoverable.
Each level comes with custom nodes, music, different obstacles, puzzles and new abilities to unlock so it's never boring.
There are also simple NPCs you can chat with that make the game feel more alive.
A cool example of what you can do with the Minetest engine with some creativity.
This package is hardly a game because there's almost nothing to do in it.
The world is static, quiet and emtpy. There are no mobs and structures that spawn are boring "dungeons" that are basically small rooms from mossy cobble with chests and that's all.
In the caves there are only minerals that bring no value because there's nothing intresting to build from them.
The caves go as far as -31 000 nodes but barely anything changes as you go down.
The only thing you can do in this "game" without installing mods is building cities with nothing inside.
This package is a bad advertisment for Minetest and made me drop it for 4 years because I simply thought it's not finished after playing. "I'll wait for them to add some mobs" I thought.
The only good part about this package is that some biomes look nice, but that's about it.
This empty husk of a game is a bad attempt at reproducing Minecraft that ultimately fails. The only innovation is that apples grow on trees.
As far as the "modding base" fairy tale goes, this game has no gameplay on its own so why use it as a base?
A base like this has no philosophy on its own which makes it essentially a dumpster for mods, perfect for creating mod soups and Frankenstein games.
If you want a Minecraft clone, play MineClone2. Want something original? We have NodeCore, Exile, Glitch, Hades.
There are so many better options than this.
Great addition, no good in combination with pride_flags API
Nice addition if not wanting to add connotations to real-word in a Minetest world.
However, it's a carbon copy of Wuzzy's pride_flags, even its API. Not only is that a weird duplication, but it also creates two sets of flags and two sets of flagpoles in each world using both. Why?
I love digiterms. I no longer have to have buttons and luacontrollers nor some artifical and abstract input method. I can just shove my textual input into a keyboard and send it off to my little black box for processing.
I've never needed to use the screen, but in testing, they've provided the authentic experience of a desktop particle accelerator. They're beautiful and are perfect for use with editors such as ed.
This mod has two main functions: Browsing the global namespace, and running scripts. Even if you only use it for the first, it's still well worth it.
Browsing the global namespace has a lot of useful functions: It's a great way to learn about the environment of Minetest with its data tables of registered items, constants, and also every API, documented or undocumented (mostly the former). Likewise with mods' APIs and data tables that are in the global namespace. Sometimes you spot a global that's not meant to be there and can go fix it - though other tools like Luacheck are meant to help with problems like that as well. Other times you want to look through and check what's registered in terms of ABMs, schematics, entities and so on.
Although the presentation is not as ideal as a specialised view for developers or as easy to read as an Wuzzy's doc mod, you know you're getting the actual data when you view it through the QA Block and can refer to it in your code. You can't find everything with the QA Block of course - a lot of mods have local variables embedded in their code that can't be accessed from outside the mod. But QA block inspects the overall system and global namespace comprehensively.
I'm writing this from my phone before mobile data runs out so sorry if i'm a bit brief. To start off with, i got lost on my server and entered the front yard of this manor after trying to retrace my footsteps.
I walked into the house wondering around the rooms, but i went so far that i got severely lost, which was entirely my fault and i'm not going to blame the game for my own mistakes (but on one occasion i did walk back but there was a different room. Probably a figment of my hungry brain).
I keep finding weird things and notes all over. It seems like someone is just as lost as me. I'm yet to meet them, though.
I'm sure that if i follow the big red arrow, i might just get back to my server. The house seems to be very very big though, so it's probably best for me to camp out.
Edit i found mobile data again! Ok, so it certainly seems like the house funnels you into certain rooms when you do special movements. It's not a normal house. Looking around, it reminds me of nodecore. The house wants me to discover its secrets. That's the only reason i'm here.
I'm hungry. I need to continue discovering, maybe i'll find food.
good game
I think, the game is good but the textures can be better.
Smart and simple
A good feature ported over from NodeCore. Just like a vehicle with automatic transmission the sprint speed kicks in and increases at the right time.
Walking between locations used to be dull, now it's a rush!
The fact that the AUX1 button is freed up from being used for manual sprint activation is a nice bonus.
Editor
This Skin Editor is good, I make my own skin, Never i make my own skin in Minetest, Thanks!.
good
I like a wold with much kinds of trees!
Intresting animals
Very much cool animals.
cool armor
It is a good mod with many nice Items!
crazy hard, frustrating, super addictive
because i would only be repeating a lot of the great things already said in the reviews here, i wanna focus more on the critique and criticisms without hopefully spoiling the game and discoveries for new players. if you want to avoid spoilers, skip this review now, this is not for you.
the technology of the other civilization(s) which have been on this planet before, it's too cryptic. maybe i just haven't played enough, but like, wth do i want or need a temp probe for if i can already see the temp on my HUD, and other such things like that. i've collected a number of things from the ancients, but, other than maybe decorations, i can't figure out what they're for and how to use them.
Nice!
A cool new Totem for mineclone.
Nice game
It is funny to play Builda City.
Very good Game
I think it is one of the best Minetest-game, but the textures-folder is a bit messy. Maybe you can make subfolder in the textures-folder? Good job!
Cool funktions
This mod have good funktions. I used them to make mts-structtures for mineclone2.
Good mod
It is a cool new Item and a creativ Idea!
Idk, I just don’t think the FPS genre works for Minetest
I don’t know why, but I just can’t get myself to like this minigame. I feel like the FPS genre doesn’t really work for Minetest, as Minetest was never made for this.
I recognize all the features and depth in this game, but no matter what, I just can’t have fun. Doesn’t matter if I win or lose, it just gets boring for me. It's hard to explain, but somehow the controls just feel a bit off and don't feel like that of a proper FPS.
Also, you have a special tool that you can use to do super jumps which sounds awesome on paper but in practice you first have to select the super jump tool first and then punch the ground. It's inconvenient and slow to use and it doesn't feel smooth; other "parcours"-focused shooters like Red Eclipse do parcours better IMO.
The game isn't bad tho, there clearly was a lot of thought and effort put into it. Maybe I'm just not the right type of player, idk. So: Neutral rating.
NOTE: A previous version of this review complained about a major lag problem in this game, causing misses far too often, making it practically unplayable to me. But this issue has now been resolved, I can actually hit things now. So I replaced this review with a re-review. The old review rating was: Neutral (so no change).
Very fun game!
This is one of my favourite minigames on the A.E.S. minigame server and it gets better the more players there are. This one is reason alone to go on the server.
It's basically a deathmatch, but fantasy-style. Sounds simple, but it isn't because of a non-trivial set of weapons of a class you can choose: Warrior and Mage. And its fun to play. Hard to explain, you just have to try it out yourselves.
The two classes seem to be more or less balanced except MAYBE the "fist" ultimate because it seems it can never miss unlike the mage's ultimate. On the other hand, the mage's ultimate can kill multiple players but it can miss. So I am not sure if this is good of bad balancing.
The UI is very polished apart from a few little bugs (all reported).
A minor criticism I have is that most player hits are silent from the attacker's perspective. This is most irritating when hitting someone with a sword.
Quite powerful
I haven't worked w/ arena_lib a lot so far but from what I've learned by going through the documentation and fixing some bugs of existing minigames, I think it seems quite powerful. What is especially interesting is the editor mode where you can edit arenas with special "items" in your hotbar which act like some kind of "mini menu". It is unusual but I understood it somehow.
Nothing of the mod's design seems to disturb me so far, coding with it is fairly reasonable with no weird surprises.
A minor downside are the signs because they introduce non-translatable text. Signs are hardcoded in arena_lib and can't be removed but I've read it is possible to add alternative entry methods (not tested so far).
The only major criticism I currently have is that there is no player or admin manual, only a programmer's manual because not everything is obvious from the player/admin perspective (although it is mostly intuitive already). For example, I don't know how many players are aware that you can rightclick the signs to enter spectator mode. And it also took me quite some time to figure out how to set up my own test world with arena minigames because the documentation doesn't say.
Arena_lib has been successfully supporting the A.E.S. minigame server which is I guess evidence enough for it's power. Overall, I can give it a clear recommend.
Gets boring fast
I think this is currently the worst minigame on the A.E.S. minigame server right now. The premise is as simple as it is boring. You just jump from platform from platform. The game will get faster over time, until it hits a limit and that's the only thing that changes. Yawn.
The reason why I think this game is so boring is because it's so repetitive. There are always 9 platforms and each round the same thing happens: 8 random platform disappear. Yawn. The game doesn't even try to be a little bit more interesting by adding some variation, surprise, challenge. The only difficulty increase here is by speed which I feel is not enough.
Balancing is also an issue. Sometimes, a jump is just physically impossible that even perfect timing and jumps won't save you. This is often the case late in the game when you must from one corner to another. While I understand the game wants to prevent games from going on forver, it still feels poorly balanced. Because the timer doesn't seem to take the required jump distance at all.
There is no consideration of colorblindness at all.
Then, the mod's coding is just horrible. The logic is very much hardcoded and painful to set up. You have to manually set the coordinates for all 9 platforms. PAIN. There is no consideration for extensibility at all. So if someone wants to seriously improve ColourJump: Don't. Burn it all to the ground. Instead, start it from scratch; it'll be easier.
the campfire is really cute, and the animation and burnout are really neat
i haven't looked to see if there's a setting to change the amount of time, but the fire burns out in a minute or less.
after watching an alfaro gaming video on youtube about "forgotten mods", one of them was called the campfire mod, which i thought was so cute/cool; it has a round campfire as well as a sleeping bag, which u can skip night in. i searched for it here, but only found this - i'm assuming it's the same one but it's now called "New Campfire"? anyway, IF this is that mod, but update, sad to see the omission of the sleeping bag. the sweet thing about it was that combo, and more useful as well.
anyway, if that's just something else altogether, i apologize, this being just a campfire alone is a nice little mod.
Good
Looks good, GOOD!
A nice and basic train tycoon game
Its on its early stages but with enough complexity to give you at least an hour of game before you can produce every item in the game. It can crash when using refineries tho. Check the github issues for a fix.
Works as intended
Does what is says. Great flexibility with toggle settings for nodes, players and entities respectively.
Can it be used to stop nerdpoling too, somehow?
Nice idea
Cool idea. I would if wished for more blocks and some machines but all in all pretty good!
Cutest thing I've ever seen in a voxel game
Just title
Great for mods
This mod is excellent for creating mods if you are a beginner especially since making an entirely new mechanic can be dificult. I would, however like if you could right click on an armor stand with a piece of armor in you hand to add it.
Good
pretty good but seen unfinished
Feedback about Techage Modpack for Minetest Game
The mod adds a lot of opportunities to organize your own virtual production within the modification. Manual described by the author for many things and designs, not very clear from the first time, but it is better than using "poke methods", in an attempt to assemble something that works.
Also a surprise was the substitution of smelting vanilla iron ingots for ingots from the mod. You can not make anything from them (I mean tools) - at first upset, but this feature to fix, without killing the ability to use iron ingots from the mod to build machines.
Great and useful mod for Minetest Game!
Among the pluses of this mod I note the extensive collection of crops, some of them try to look for more) In conjunction with the mod "Scythes & Sickles", the aspect of growing crops in the original game is improved in times.
A simple and effective utility
As advertised and as expected, this mod does a great job of keeping the time of day set to a specific time. The results of the
/permatime
command are instantaneous and will keep the world's time locked to the exact time specified. As of this writing, it doesn't accept integer times like the/time
command and can crash if/permatime
is used with improper formatting or missing values, but it works perfectly when used correctly.Highly recommended
A very awesome mod, a musthave for me. Very much so recommend it with teh NextGen Fungi mod.
Fun Game
I really like automation and skyblock games, so this is right up my alley. The early game is a grind, so strap youself in if you are going to play it.
Adds some great machines and add-ons
I haven't had a chance to explore all of the uses for this mod, however, I am able to use it to do a number of things. One of the biggest issues I had was that I was not savvy enough to figure out how to use several of the items in this mod on my own, so I'm glad that I had other players to help explain some of it to me.
Minerchest is a great machine, however it doesn't support several mods at this time that I would love to see implemented, such as: quartz, gemstones, and compressed nodes from moreblocks.
Compactor is one of my favorite machines. The recipes are at the bottom and you can scroll through 6 different ones.
Cobble to Stone Problem
I like this Mod! Lots of interesting stone to find and use!
However, there is no way to turn some of your cobbled stone back into non-cobbled stone. Of the stone I have mined, the following can't be reverted:
There may be more that I haven't found yet. I want to use the non-cobbled versions & I don't want to have to go into Creative Mode to do it.
Thought you should know so you could fix this.
Mod won't even load. There are too many error messages.
There are way too many errors with this mod. It is completely useless since it won't even load. The debug text file had over 200 lines of error with this mod alone.
I am so tired of having to make yet another account for these errors. I stopped at github and this is yet one too many. So I won't be posting to the issues in the post unless they can move their issues board to minetest forums or github.
And yes this was downloaded from the master file on NotABug.
Awesome for enabling exploring of the whole world
This is a great extension and use of telemosaic! I suppose it's most useful when players don't have homes or much time/resources invested in a specific location but wants to travel extensively.
Some worldgates are generated on near vertical surfaces and other unfortunats locations (which begs for an easy to use find_flat_surface type of function/mod to be written, since it's such a reoccuring problem)
Soundtrack is god tier
sountrack 10/10
Fun, polished, immersive
This game is a platformer featuring good music, stylish levels and a simple story that makes it feel like something fresh. Jumping, gliding, climbing, this game has it. It also features a nice HUD and an in-game tutorial that makes it user friendly and discoverable. Each level comes with custom nodes, music, different obstacles, puzzles and new abilities to unlock so it's never boring. There are also simple NPCs you can chat with that make the game feel more alive. A cool example of what you can do with the Minetest engine with some creativity.
Simply excellent!
boring, no mobs, not original
This package is hardly a game because there's almost nothing to do in it. The world is static, quiet and emtpy. There are no mobs and structures that spawn are boring "dungeons" that are basically small rooms from mossy cobble with chests and that's all. In the caves there are only minerals that bring no value because there's nothing intresting to build from them. The caves go as far as -31 000 nodes but barely anything changes as you go down. The only thing you can do in this "game" without installing mods is building cities with nothing inside.
This package is a bad advertisment for Minetest and made me drop it for 4 years because I simply thought it's not finished after playing. "I'll wait for them to add some mobs" I thought. The only good part about this package is that some biomes look nice, but that's about it. This empty husk of a game is a bad attempt at reproducing Minecraft that ultimately fails. The only innovation is that apples grow on trees.
As far as the "modding base" fairy tale goes, this game has no gameplay on its own so why use it as a base? A base like this has no philosophy on its own which makes it essentially a dumpster for mods, perfect for creating mod soups and Frankenstein games.
If you want a Minecraft clone, play MineClone2. Want something original? We have NodeCore, Exile, Glitch, Hades. There are so many better options than this.
Great addition, no good in combination with pride_flags API
Nice addition if not wanting to add connotations to real-word in a Minetest world.
However, it's a carbon copy of Wuzzy's pride_flags, even its API. Not only is that a weird duplication, but it also creates two sets of flags and two sets of flagpoles in each world using both. Why?
Extremely helpful as an input source
I love digiterms. I no longer have to have buttons and luacontrollers nor some artifical and abstract input method. I can just shove my textual input into a keyboard and send it off to my little black box for processing.
I've never needed to use the screen, but in testing, they've provided the authentic experience of a desktop particle accelerator. They're beautiful and are perfect for use with editors such as
ed
.Very helpful debugging aid
This mod has two main functions: Browsing the global namespace, and running scripts. Even if you only use it for the first, it's still well worth it.
Browsing the global namespace has a lot of useful functions: It's a great way to learn about the environment of Minetest with its data tables of registered items, constants, and also every API, documented or undocumented (mostly the former). Likewise with mods' APIs and data tables that are in the global namespace. Sometimes you spot a global that's not meant to be there and can go fix it - though other tools like Luacheck are meant to help with problems like that as well. Other times you want to look through and check what's registered in terms of ABMs, schematics, entities and so on.
Although the presentation is not as ideal as a specialised view for developers or as easy to read as an Wuzzy's doc mod, you know you're getting the actual data when you view it through the QA Block and can refer to it in your code. You can't find everything with the QA Block of course - a lot of mods have local variables embedded in their code that can't be accessed from outside the mod. But QA block inspects the overall system and global namespace comprehensively.
Review concludes in a comment
Help me!
I'm writing this from my phone before mobile data runs out so sorry if i'm a bit brief. To start off with, i got lost on my server and entered the front yard of this manor after trying to retrace my footsteps.
I walked into the house wondering around the rooms, but i went so far that i got severely lost, which was entirely my fault and i'm not going to blame the game for my own mistakes (but on one occasion i did walk back but there was a different room. Probably a figment of my hungry brain).
I keep finding weird things and notes all over. It seems like someone is just as lost as me. I'm yet to meet them, though.
I'm sure that if i follow the big red arrow, i might just get back to my server. The house seems to be very very big though, so it's probably best for me to camp out.
Edit i found mobile data again! Ok, so it certainly seems like the house funnels you into certain rooms when you do special movements. It's not a normal house. Looking around, it reminds me of nodecore. The house wants me to discover its secrets. That's the only reason i'm here.
I'm hungry. I need to continue discovering, maybe i'll find food.