Existing players used to logging in with their character name and moo password must signup for a website account.
- Thia 5s
- AdamBlue9000 35s Rolling 526d6 damage against both of us.
- Burgerwolf 2m PANCAKES
- Ociex 7s Brownies for the win.
- Mikael 3s A soul cant be cut.
- hex 4s
- Rillem 5m Make it personal.
- SmokePotion 2s Right or wrong, I'm getting high.
- PainFeeler 6s
- Raven 11m I lost myself, in the dark charade.
a Mench 2h Doing a bit of everything.
- zxq 16m Tools: https://ansicolortool.neocities.org
- Vanashis 3h
- whatislove 27m
- Pladdicus 6m uh
- Sivartas 3s
And 28 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Firearm Mod Compatibility on Inspection?

Was wondering how feasible it would be to include a line on a firearm's inspection readout that tells you what mods are compatible with the weapon. There's no real documentation on what mods go where, and a lot of these mods are pretty pricey for doing trial and error.

I figure, if I had a high enough munitions skill and I inspected a weapon, I'd be able to get a general idea of what kind of mods I could attach to a gun. Message could be like 'This can probably be modified with [mod name, mod name, mod name] with the right equipment.'

If there are other gun users who have more insight on this, I'd love to hear from people who have been dealing with it longer than me, of course.

Most gun mods are compatible with other gun mobs. The only exceptions being sawed off and barrel extensions for some game balancing purposes, I believe. I would recommend pursuing this knowledge in-game though. There's some decent IC resources available on this topic.