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- Atheran 2m
- Lavusinya 52s
- GrimButterCat 7m
- Gunnar 31s
- Fogchild1 48s
- Dystopia2102 2m
- Wonderland 2s
- DeLiSe 14s
- Btracker 1m
- BCingyou 4m
- Veleth 7m
- BigLammo 52s
- Hivemind 4m
- KalopsiaTwilight 5m
- sukebug 24s
a Mench 2h Doing a bit of everything.
- ZaCyril 2m youtu.be/c9JNp6kdKqU
- Melonly 4s
- fopsy 2m
- CookieJarvis 52s
- ReeferMadness 7h May the bridges I burn light the way.
And 21 more hiding and/or disguised
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Better Landing Sequence
Let's not clock out the MOO

Taking off and landing a spaceship is extremely CPU intensive because of all the dynamic rooms it goes through, and it seriously breaks the game, especially landing. This is making people who have invested in space travel not want to engage in space travel for fear of overburdening the MOO. In light of this, landing a spacecraft should be refactored to cut out the extraneous rooms and instead just run a script that tests certain skills and determines a result without having to rapidly fall through hundreds of rooms to do so. Test piloting to make sure you don't crash and test aerotech to curb the damage the ship takes just going through the atmosphere, for example.
I would recommend a three-phase process composed of several maneuvers. For added realism, see link below...

https://www.loc.gov/resource/hhh.tx1106.sheet/?sp=5