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[December 2018] Bug Fixes & Updates
Rolling thread of updates from this month


This was a fun one. Due to a previous bug fix with unintended side effects, you could trash a spiked drink (like a moloko) and the drug it was spiked with would pop out magically!

This is no longer the case :)


If your window (actual window objects like at AC) didn't have a view, it should not have a default view. This view can be changed per sector or window, as we see fit, based on the type of view you should be seeing. This is for the case where there isn't an actual room to show you the view of (like the southern most apartments of AC don't have anything actually behind them, despite the Mix really being larger than is shown in the IC world).

Now* not not. :)

You can no longer look at items in containers (scabards, holsters, wallets, briefcases) that are not open.


The inspection on this to show if it's armored, along with other details will now work properly.


Makeshift barriers and manhole covers and the like will now require both of your hands be free before you can move them from the side where they were set up.

Nothing has changed about charging through them though, this is still setup such that you can have stuff in your hands, like a pick axe or other tool.


Thanks for player help I've forwarded several help files to the proper place, so people get the information they want when they need it.


I've updated 'help jump' which was forwarded to from a variety of topics, to include more information on how rooftops work, and how to use their various commands like jump/shove/attach.


I've added yellow text at the top of the help command that shows you the help you searched for,.

I've also added a line that tells you that you are accessing a forwarded help file. So for instance if you type 'help edge' you will see a message about help edge redirecting to jump. This should help to better inform everyone about what help files they are looking at!

-- S


If you inspect a piece of clothing before @finalizing it, and then again after, you will get a new inspect message post-finalization now.


I've updated the messaging when someone is OOC from a room such that it just shows a count of how many people are OOC from the room rather than showing who. This is less meta, and doesn't mess with disguises.


Previously, due to an oversight on my part we were only showing you people who were OOC from a room that were non club members, since the club members go to a different lounge. This is fixed!


The OOC Lounge for non members has lots of cool information in it, like vote links, and other stuff. This was missing from the club member OOC lounge. I've brought the two in line, so that they can have individual descriptions but still have the cool OOC info about voting and other stuff we may add.


Some wardrobes with lots of items in them were TBing when looked at, I've fixed this.


This now requires you actually have the skill to process a cyber scan.


Canteens and other water holders can now be filled in any room with a bar/kitchen/etc.


You won't wake up with your eyes/head disguised if you die with these on (Thanks to Meph for the fix).


Lockers have strict height/weight restrictions which determine if something will fit in a locker or not. This makes sense, as we don't want you storing something huge in a locker, but the system isn't perfect.

There is not conception of an item being foldable or anything, so if you have pants or a jumpsuit that you could ball up and stuff in a locker, they may not fit if they are over the height restriction.

I've made some changes in an attempt to be more forgiving about the maximum height of certain types of objects (like clothing), such that they may fit into lockers where they wouldn't before. Hopefully this should make the lockers a bit more forgiving.


When you flash boosted and died, you'd get a traceback in the death funnel or shortly after because the script that was applying the effects was recycled upon your death but was still 'in memory' and suspended for 15min (or however long until the next effect). We've resolved this issue.