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Chef Island Repeat Fails
Pain, agony, suffering.

When you fail to craft a recipe on a chef's island, automate it so it will keep trying until you eventually get it or until you hit 'stop'. Having to punch in the same combo of 'craft name', 'style' and 'ingredients' over and over again a million times is not fun or interactive.
I would actually be inclined to go in the other direction. After you fail a recipe, don't allow further attempts at that specific recipe for X period of time. Attempts would give a message like, "You failed to make that recently. It will take some time before you're ready to try it again. You can try other recipes in the meantime!"

Not sure this is really the better solution. The reason my initial inclination is In this direction is because I would prefer something that encouraged further investment in the relevant stats/skills. On the surface I think something like this might be more likely to encourage investing? Maybe?

What relevant stats/skills? I don't think Chef's islands don't actually take stats and skills into account, Grey. Or if they do, it's so esoteric and for some reason hushed that it's impossible to discern what they are.
They do require a skill, according to the help file.

https://www.sindome.org/help/game/chefs%20island/

Not sure I get this. We're asking to automate a skill check on infinite loop until you hit whatever percentage chance is required to succeed? Seems like it's kind of opposite of the intention of having the skill check or investing in higher skills in the first place.
I'm with Grey. You shouldn't be trying to spam-force something through skill checks.
To be fair, it seems clear that not everyone realizes that this even included a skill check. Thought the help file does mention a skill requirement, I personally don't think that it stands out very much and think that it could be easy to overlook.

Further, while spamming the game is always against the rules, there seem to be some places int he game where repeating a command is largely expected - as has been mentioned elsewhere. I also know that, without knowing any better, some players/character have even taught other PCs to engage in command repetition to accomplish things in cases where it might not be intended.

Lastly, it's not always clear to players if a command involves a skill check. There are some places where stats/skills don't seem to mater at all. Often enough that I can understand someone assuming that something like this doesn't. How often to we see players surprised to learn that applying makeup is linked to skills/stats and possibly even object to that being the case?

Honestly I would rather some of these simple things like makeup and cooking not be locked behind skills/stats at all, but instead have the quality of the work be determined by those skills or stats. Anyone can put on makeup, but if you aren't skilled at it, you're gonna look like shit. Anyone can cook a meal, but if you aren't skilled at it, you're food's gonna look bad and probably be overcooked. It just seems way more realistic to me while also providing way more opportunity for roleplay.