I've removed the block number from the non NLM Studio version of the TV Schedule. I had done this previously but accidentally reintroduced it.
I've added some complex code for allowing TV programs to be renamed. I'm 80% sure that this isn't going to break a bunch of shit as I've done some fairly extensive testing. It really shouldn't be hard to rename things, but due to the way the system was setup, tv programs can be written to disk, and their objects recycled, with us keeping just a reference to the program name in the MOO -- thus there were a lot of places that needed to be updated to support renaming. This change should allow NLM Producers more control over the names of content, such that they can retroactively update naming / make names more descriptive over time.
The networking code for cameras and such is really complex. I think there is a leak somewhere that is keeping feeds associated with devices they shouldn't be associated with. This results in monitors not being able to toggle new feeds on, because of old feeds that don't show up in the toggle list, but are considered 'active' in terms of the max supported # of cams the setup can support.
To solve this for now, I've made the toggle option check all active feeds and if it finds any that are not present in the available cameras/inputs, it prunes them. This should let people start using their security gear as expected. I don't think a huge # of people were impacted by this.
If you notice any wonkiness due to this change, please @bug it.
If a dismantled gun is sent to the market, it should be automatically not dismantled when put in the market, moving forward. You can't drop a dismantled gun, so the way the market works kinda breaks it without this fix, since you end up with it in your inventory. Think I got all the use cases.
Certain cyberware was setup to replace the piece being removed with an organic version on uninstall (eyes, mainly). This code was refactored a few years back and this was lost, leading to confusion because the uninstall script would specifically say it put an organic eye replacement in. This is purposeful so characters do not end up blind.
I've fixed the code, so specifically eyes, will replace with an organic component. If there are other scripts out there saying the same thing when something is uninstalled, please @bug it and I can update those as well.
In some rare cases a photo can be in a not pinned state, but still unable to be picked up, because it thinks it is pinned somewhere else. This is due to the fact that multiple copies of a photo share the same parent and if the parent is pinned (which would be possible if the camera was trashed, leaving all the photos to be scavenged from the camera) and the parent photo was pinned up somewhere.
If a photo is in this state you can 'loosen' it and it will detect that and let you pick it up.
Previously looking at a guest would show their IP. This must have been something leftover from LambdaMOO or something added way back for some other reason. Perhaps to deal with trolls when no admin was available. We've got better tools on the admin side for that now, so I don't think it is needed. I restricted this to admin only.
If you look at a wiring hub, you will now see a readout of all devices connected to it, and their transmit statuses. This was something that was missing-- and causing people to submit bugs. A few times I've investigated and found that feeds were not showing up because someones hub was set to silent. There was no way to know this was the case from looking at the hub. Now there is. Also it's just... a lot easier to manage now.
(Edited by Slither at 12:36 pm on 10/16/2023)
While fixing the other issue I noticed our room cleanup logic had a check for if someone was OOC that checked if they were in the void. I understand why this exists, but we keep suspended and banned players in there which means some rooms (like 25-30) were stuck never cleaning up. I removed the $void check and made it so if we try to expel a person back to a room that doesn't exist it puts them in a coffin and alerts the admin who did it.
I've added a new auto pruner which will prune admin notes that were started but never finished from the admins RP INFO. This is a smallish change in terms of savings, but it keeps rp info cleaner and will probably save us 50k on the initial run, and then a few k here and there.
I have added new code that will (moving forward from now) track purchases at the market for a few weeks. When you go to an NPC and sell them something they are wanting, it will check to see if you purchased that item from the market recently, and if so, it will deduct the purchase price from the earnings that it submits to the system.
So for example:
You buy mrc capsules at the market for 350c
You sell mrc capsules to Joe the NPC for 400c
Your earnings are 50c instead of 400c.
This makes the 'trader' archetype more powerful in that they can legit try to make some money buying low and selling high. It also means that for everyone else who is buying stuff from markets and selling to NPCs, even if you don't get a crazy good deal, you won't be impacting your weekly earnings cap nearly as much.
Caveats: The person who buys from the market has to be the person selling to the NPC. And the sale must happen within ~1 month of purchase. This does NOT apply to stores. Only the market.
Cube farming is part of the game, it's storage wars. Its more acceptable because you can rent a place for a day.
Apartment farming was not supposed to be happening. When an apartment is evicted, all gear inside is supposed to be transferred to the market or recycled.
We don't want people getting giant hoards of gear from renting apartments, and we do not want people renting apartments for an entire week just to roll the dice on getting some gear. That's how we end up with a housing crisis because people are renting all the cheap places just to have a go at getting some gear.
There was a bug that was causing items on tables/shelves not to be cleared. I've resolved that. It's also possible some apartments aren't configured to know what rooms are a part of them.
If you rent an apartment and find that it has gear in it, or hear of someone getting lucky on an apartment with gear in it, @bug it or have them @bug it with the name of the apartment (specific!) so I can fix this.
Thanks!
Some apartments weren't setup properly to have knowledge of all the rooms in the apartment, which led in part to some of the issues that we were seeing with apartments not clearing properly when reset after eviction. These issues are being resolved as we speak, with many already fixed and about 35 to go. Apartment Farming should effectively be dead now. Hoping this leads to more open apartments for actual rental.
I've updated the BMI calculation in chargen. Some examples of the ranges now in place (in pounds)
5 foot tall
- thin: 86lbs to 117
- average: 117 to 147
- husky: 141 to 178
6 foot tall
- thin: 130 to 167
- average: 174 to 211
- husky: 211 to 262
It's not perfect but it should be closer to realistic than what we were seeing.
Yesterday I recycled some stuff in the $recycling_bin the wrong way and it broke some low level code because some of the references were not cleaned up. I fixed this issue but realized we had an additional 60 or so invalid objects that were recycled incorrectly at some point over the last 25 years. I fixed those as well. They are now garbage objects and ready for reuse as other objects in game.
This NPC had the same issue we were seeing last month with the NPC not giving jobs because it thought someone was 'riding' something, which was due to the wrong verb being called => check_action instead of => doing_action.
I fixed it on the regular delivery NPC and didn't realize the freight NPCs had a copy of the same code on them. Fixed here too.
The Rapid Strike game at SHFL was moderately broken due to the NPCs used for it being old mementos that didn't have the new 'face' naked that was added a while back. I've written code that will automatically upgrade these NPCs various properties to account for the new naked which should resolve all the known issues with this minigame. And also, other old NPCs that might not have the new face slot in their props.
There is now an OOC message upon starting a cargo transfer that tells you the transfer will be aborted if you move/enter your vehicle and that the transfer may be lost. This is to prevent people ending up in a bad state if the transfer of a cargo job aborts while they are delivering something for an NPC.
Some vehicles have multiple engine / power plant slots. And they don't always require all engines to be present for the vehicle to work. Additional engines add redundancy, as you can survive more damage and still stay moving.
However, the code to accelerate was expecting all engines to be present and tracebacking if a vehicle with multiple engine slots was missing one. I've fixed this.