Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- Moira 17s
- ZaCyril 7m https://youtu.be/BMguV-1h8As
- DakiTryx 1m
- Shunbun 2h drawing and making music. Hustling.
- Warlord203 9s
- HolyChrome 23m youtu.be/pt9wnawn7xQ
- Kiwi 17m I guess there's always something killing me.
j Johnny 1d New Code Written Nightly. Not a GM.
And 14 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[Aug 2019] Game Updates & Bug Fixes
Freshly Updated Daily With New Fixes

HELP DISGUISE

@describe has not been optional for a long time and that was an oversight in the help file. I've updated that, and cleaned the helpfile up and given more clear direction on what to use your @description for.

MRC EXPERIENCE SCRIPT

The mRc experience script is live. Thanks to the scripters on the forum for helping out with messaging.

DEZRALDIN

The affects of dezraldin have been tweaked ever so slightly.

EVERUP

Everup experience script is completed and added to game. Thanks to Vera for this one and the Dezarldin one.

NEVADONE EXPERIENCE SCRIPT

This has been added. Thanks to Ephemeralis for writing this one!

SIC CA

The code checking for jamming/signal was in the wrong place allowing this command to work in a deadzone. This has been fixed.

ENDOPRINE EXPERIENCE

This experience script is now live. Thanks to Vera for writing it.

NEW JOB: ARCHIVIST

This is a semi-OOC announcement, as we don't normally announce new IC jobs. However, ReeferMadness pointed out that we could be creating a lot of RP and solving some of our wiki update issues if we created an IC job (not saying where) for a character to basically be a journalist of Withmore History. The goal being they would have a stipend of some sort to seek out information on specific people and events and write up 300-800 words about those people and events, which they submit to their editor and once approved, we put on 'The Mind' lore wiki.

I love this idea and think it could create a ton of RP for all involved as gathering paydata and writing about it and interviewing corpies and mixers to get a full story will be interesting and allow some flash to be spread around.

VENOM EXPERIENCE SCRIPT

This script has been added. Thanks to Ranger for this one.

OPENING / CLOSING DOORS IN COMBAT

This will now cost you a combat round if you do it during combat. Includes verifying for retinals.

NA-3Z EXPERIENCE SCRIPT

This script is live and in game, thanks to Rhea for it.

AERODYNE TAXIS

These were not working because there were not aero pilots in their vehicles AND a recycled aero was still in a prop. I've fixed that so it won't happen anymore.

I've also put the aero pilots back in their place.

I've also fixed a bug where when no aero was available it spawned a Taxi instead and sent that, because of a bug.

EXITS & AIMING

You can no longer aim through exits that you can't see through. For the purpose of aiming, these exits are now treated just like closed doors used to be treated.

CGH DOOR

The door that wasn't opening properly here when knocked on was fixed.

ISO CUBES

These rooms now have a description with an OOC note about why the person is there and how to get out.

SIC SUBSTITUTIONS

We have a variety of SIC substitutions for our randomized SIC messages. You've probably noticed them. Things like '%person just shit all over %corp, they the best %archetype. Heard they love %bar.'

These were a bit out of date. I've updated them with recent important people, places, bars, clothing types, corps, etc. Thanks to Mobius for flagging this to me.

AMBIENT POPULATION MESSAGES

I've reviewed and updated all ambient population messages except Blue. I've toned down the ones about gangers murdering each other, and toned up the messaging around crime on Gold to better represent that it does exist. I've fixed some typos, and added a few additional flavor texts.

AMBIENT POPULATION EDITOR

I've refactored our ambient population editor to make it much better, easier to use (though it's still difficult due to how many different classes of message we have) and made it something that Builders can do and not something that has to be done by coders. This should allow us to better edit these messages and update them on a more regular basis.

PATCH EXPERIENCE SCRIPTS

Healing/stim/etc patches are slightly different than drugs so I had to update the code to make sure they were using the experience scripts. This is all set.

VELOSAN HEALING PATCH EXPERIENCE SCRIPT

This is now in game, thanks to Vera for writing it.

VITALITY STIM PATCH EXPERIENCE SCRIPT

This is also now in game, thanks to Vera for writing it.

NA-3Z EXPERIENCE SCRIPT UPDATED

We've got 8 new entries for Na-3z experience script thanks to @Varolokkur-- thank you!

EVERUP WITHDRAWALS

EverUp withdrawals are now a thing. None of the withdrawals START with a pose or emote, giving you a few minutes to take a hit before it'll break your stealth. Thanks to @Rhea for writing them.

NEVADONE WITHDRAWALS

There are now custom withdrawals for Nevadone. Thanks to @Ephemeralis for writing them.

DRUG ADDICTION

Drug addiction has been refactored and updated. See this thread for more detailed info: https://www.sindome.org/bgbb/game-discussion/new-game-features/drug-addiction-updated-357/

DRUG WITHDRAWALS

Taking a drug will stop a withdrawal that is currently happening. See this thread for more detailed info: https://www.sindome.org/bgbb/game-discussion/new-game-features/take-drugs-to-stop-drug-withdrawals--356/

TOXIN BINDERS

Toxin binders will now reduce your chances of becoming addicted to a drug. You can still get addicted if you do lots of drugs, you just have less of a chance/it will take longer with toxin binders.

DRUG LENGTHS

I've updated almost all the drugs that were lasting 10-20 minutes to last longer. I've also reduced some of the lengths for penalties on various drugs. I haven't touched what drugs are doing, or what their after effect penalties are, just adjusted how long the drug and the after effects last. This is in an effort to address some of the complaints folks have made about drugs not lasting long, or being difficult to use in combat situations because they wear off. Combat drugs now last a minimum of 30 minutes.

ADMIN UPDATE: @DRUGGED

Will show gms all pcs and npcs who are on drugs and what they are on.

ADMIN UPDATE: @WITHDRAWALS

Now correctly shows players/npcs who are in the withdrawal window for a drug and who are actually addicted to the drug (instead of show non addicted people as well).

ADMIN UPDATE: @ADDICTED

Will show players/npcs that are addicted to drugs.

DETOX VERB

This will now clear tracking on drugs in someones system (mostly) and clear overdosing. Important cause this is called for new clones as well as the detox script.

ADMIN UPDATE: @ATTENTION

We've broken up our big tool that shows all the things that need to be done for all admin. It is now showing on different channels for different types of admin, so builders don't see GM stuff and vice versa. There are Senior Attention items, Builder Attention, All Admin Attention (xhelps and stuff), and GM Attention items.

I've also made it so admin can use their @gm-options to configure what kind of items they see when they manually type @attention to see all pending items instead of waiting for it to appear on a channel.

The different channels also have different cadences. Builders don't need to know about unfixed typos every 15 minutes. They get it once an hour, as an example.

FOLD OUT BEDS

Fold out beds in VG apartments were mobile when closed so you could steal them. This was an accident. I created a new generic immobile version of these and updated all of the ones in VG. There are still mobile version you can get, but now there are immobile installable ones as well.

FOLDOUT BEDS

Foldout beds are now on sale in specific places.

ARMOR DISPLAY RACKS

Armor display racks are now on sale at specific places.

JACKEL PIPE EXPERIENCE SCRIPT

This now has an experience script thanks to @Vera.

HEMOSTAX TRAUMA PATCH

This now has an experience script thanks to @Vera.

LOCKERS

The amount of locker availability has been increased in the game.

SCRIPTING GUIDE

I have compiled all our scripting posts from the past 20 years into a nice guide located here: https://docs.google.com/document/d/1NddON-jugbQNI_jfZWiEYy0Mx2dAX5-51yQTFU9YjFA/edit

CHANNEL ALIAS LIMIT

Aliases on things like OOC-Chat are now limited to 100 characters or less.

@Slither,

Did you mean to make the scripting guide editable?

It seems like the kind of thing you'd want Read Only.

CHANNEL ALIAS LIMIT

Aliases on things like OOC-Chat are now limited to 100 characters or less.

All right, which baka made this necessary?

PLAY TIPS & KO

Play tips will now be shown to you even if you are KO'd when they happen.

SHOUTING IN VEHICLES

Shouting and other loud noises that take place in a vehicle will now potentially be heard outside the vehicle.

ALARMS ON VEHICLES

The alarms were going off inside the vehicle only and not being shown to the surrounding area. Whoops. That is fixed by the same change that fixes shouting in vehicles.

BREAKING IN / HOT WIRING VEHICLES

The following applies to certain vehicle security systems (the non bargain basement ones). When you attempt to break in or hot wire a vehicle a new check will be run for if you are able to do it without tripping an alarm. If you trip the alarm, you may still succeed, but the alarm on the vehicle will go off, notifying the area. It will also broadcast on the SIC with the fact it's being tampered with and its location. In the future we may make it so Judges or gangers auto respond to situations like this.

EX-D7 EXPERIENCE SCRIPT

This experience script has been added. That completes the experience scripts for all the drugs we have! Thank you everyone who contributed to this project. It was a long time coming and I think this adds some serious flavor and RP opportunity to the game.

OPEN POLLS ON LOGIN

You will now see open polls on login in case you aren't on Game-Help and want to contribute.

[* SYS-MSG *] There are 1 open polls you haven't voted for yet. Use '@vote' to weigh in.

NEVADONE EXPERIENCE SCRIPT BUG

I fucked up copy and pasting this script and dropped an 'l' that needed to be there. This should be fixed. It would have been TBing for some folks who hit one of the experience options.

@REVIEW-CLOTH FIXED

Whoops, broke this when I was adding polls. Fixed now.

ORPHAN SCRIPT NANNY

We have all the biological scripts for diseases and cures and such and when characters are reaped these scripts hang around and need to be manually cleaned up. I wrote a nanny script that runs once a month and cleans them up. It just ran and cleaned up 50 orphans. Reduces bloat, reduces manual work for coders.

VOTING CONFIRMATION

You will now be asked to confirm your @vote so that you can avoid typos.

VOTING & ADMIN

Admin with alts will now be required to vote only on their alt, and only admin without alts will be allowed to vote with their admin bit.

SPRAY PAINTING

It now takes longer to spray paint a message. It also limits you to spray painting one message at a time, as people were spamming the command.

NPCS & THEFT & PICKPOCKETING

This system has been completely refactored and is now in line with current standards and practices. NPCs will react based on a variety of things such as liking/hating/faction standing/location. Much more themely.

STEALING & NPCS

NPCs should have been notifying players when they noticed someone was stealing from them, this was broken. It works again.

ELEVATORS

Certain elevators have continued to have issues. I keep thinking I've solved the problem but apparently not. Since I can find the source of the issue (which is that the doors get stuck open and because they never close, the elevator never moves), which is always the ideal solution, I have added some nanny code that basically allows the elevator to recover semi-automatically in the event of an issue.

When you 'push close' inside an elevator that is stuck, it will schedule the doors to be closed.

When you 'call' an elevator who's doors are stuck open, it will also schedule the doors to be closed.

Not sure if this will eliminate 100% of the issues, but it should drastically reduce them.

I havent tested this bc I didn't want to break things in case it was a consistent issue, but I think I bugged an elevator once by trying to enter an ele that had just opened too quickly. I then went in, pressed whatever floor and the doors wouldn't close/the ele wouldnt move. Might be worth testing staff side where there's someone that can fix it if it does scuff up. May or may not be part of what's going on. I apologize for not @bugging it at the time, was in the middle of something intense then forgot. :/

@OPTIONS TPEMOTE

This will turn on temp_place emoting which means when you change your temp_place it automatically emotes out the change for you. This feature is beta, and in testing. You can use it, but if we end up not liking it, it might be removed.

HELP FILES UPDATED

job *Last Updated: 08/02/19 by Mench*

@describe *Last Updated: 08/04/19 by Fengshui*

respec *Last Updated: 08/10/19 by Fengshui*

props *Last Updated: 08/16/19 by Fengshui*

support_gm *Last Updated: 08/17/19 by Fengshui*

watcher *Last Updated: 08/21/19 by Fengshui*

agent *Last Updated: 08/24/19 by Fengshui*

creator *Last Updated: 08/25/19 by Fengshui*

@vote *Last Updated: 08/25/19 by Fengshui*

ooc-chat *Last Updated: 08/28/19 by Fengshui*

staff *Last Updated: 08/30/19 by Fengshui*

MOTORCYCLE COLORS

This was done a couple of weeks ago but I wanted to give our builders some time to update bike descriptions before posting it. Motorcycles have always been paintable and always had a color but the code did not show that color in the descriptions so the builders took the color tags out until it could be fixed. Motorcycle colors will be shown now as the builders put color tags back in to motorcycle descriptions as they see fit.