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- Atheran 2m
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a Mench 1h Doing a bit of everything.
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And 30 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[Feb '22] Improvements and Bug Fixes
Rolling thread of fixes for Feburary 2022

TOWN HALL SIT REMINDER

We need people to sit during the town hall because you stand when it's your turn to speak and then sit when you are done which lets us know you aren't typing more. This works pretty well but people join and don't sit and admin are always xhelping to remind them. I've automated this and anyone standing who isn't the person speaking via the queue will be reminded to sit every 30 seconds, thus reducing the things the admin have to do during the town hall and allowing them to focus more on the discussions.

FRESH HUB SCAN FIXED

When scanning two hubs without networks together, they would refuse to scan and say they are already connected to a network. This has been fixed.

EYEPOD CREATE BUG

Eyepods when leaving a non-room inventory would traceback, this has been fixed.

DEVICE DISCONNECT FIXED

There was an edge case when a hub was disconnected or reset that it wasn't clearing its local cache of connected devices. This left some weird behavior behind and has been fixed.

UNSCAN BRIDGE DETECTION UPGRADED

It was only possible to unscan hubs from another bridged hub if that hub was bridging traffic to the hub you were unscanning previously. Now either end of the bridge can initiate an unscan.

NETWORK SCANNER TB PROTECTION ADDED

It seems like there was an edge case in network scanners to produce a traceback when evaluating network structures. This was probably related to devices not clearing their cached device fields on disconnection, and thus is already fixed. But just to be safe I added some more protections into the code.

SCANNER DELETE BRIDGE FIXED

It was possible after changing a bridge's filters that the device scanner would miss deleting the bridge on one half of the network. This has been fixed.

BRIDGE FILTER RECIPROCITY FIXED

When editing filters on bridges, it set the filters for the outgoing network but not the incoming network. This had no functional impact, but it was still annoying and unintended, so it has been fixed.

DOUBLE EXIT MESSAGES WITH ROOMS WITHIN ROOMS

These double messages have been resolved by Kronos, who fixes this bug. Only one exit message should be shown now.

ARMOR MAINTENANCE MANNEQUINS

What was formerly called the munitions workbench has always been for repairing armor, but we originally named it because we were going to be adding other features to it, but we've rethought that plan and have decided to make this more clear that its about repairing armor. So this is now called an Armor Maintenance Mannequin.

It still works largely the same except you now need to remove your armor and place it on the mannequin. It'll still take scrap to repair things like before. Additionally, since its a mannequin, you can display armor or clothing on it now too.

KATANAS & KILLING FISH

You can now use katanas, wazizashi and cane swords to kill the fish you catch. Previously this would yield a traceback. Also 6mm pistols received the same fix.

CATCHING LIT MOLOTOVS

You'll now get the successful catch message BEFORE it explodes all over you. No more catching a recyclable after it explodes.

SECURITY MONITORS UPGRADED

The turn command has been basically deleted at this point / it now redirects to tune. Tune now has been beefed up with more functions. The summary of changes is here:

- You will no longer get emits in the room from feeds that are not displayed on a monitor.

- Monitors support 'scanning' mode for feeds, which will allow them to display to the room but they will not show when you look at the monitor.

- Monitors now have a soft power on / power off. So it is possible to just turn off a monitor.

- Tune is now completely menu driven.

- TVs get an additional menu for changing the channel.

UNINSTALLED CAMERAS NO LONGER BROADCAST

This was not a bug, it was actually intentional that they did. But after thinking about it, I decided to nerf cameras so they have to be installed in order to broadcast video. Makes it more interesting for devices that don't have that requirement.

TV POWER TOGGLE FIXED

Televisions are black sheep, and they had a power state separate from the one I added to monitors. I've deleted the code that was left on television monitors and changed them to use the new soft power states I added for normal monitors and they now work.

FEED TOGGLE TRACEBACK FIXED

It was possible to run into an edge case traceback when toggling feeds. This has been fixed.

NLM CONTROL TRACEBACKS FIXED

Some tracebacks happening in the NLM control room have been fixed / converted to the new system.

TOGGLE ADDED TO HUB

Wiring hubs now have a toggle [hub] to [silent

CYBERNETIC TRANSCODERS FIXED

Cybernetic transcoder hubs have been fixed and given a fresh coat of paint.

ROBOT POWER FIXED

Robots were reported as offline on the network scanner. This has been fixed.

NETWORK CLEANUP FIXED

When a device is unscanned from a hub and it was the last device on the network, the network was not deleting itself. This has been fixed.

ALREADY CONNECTED MSG UPDATED

There are now two versions of the AR message for when you scan a device that's already connected to something, so the correct object is highlighted for the error.

MONITORS/ROBOTS NO LONGER BROADCAST FROM PROTECTED ROOMS

Can't watch monitors or robot controllers from the OOC rooms, town hall, the void, etc.

RCUS UPGRADED

RCUs now support the tune command just like monitors, and are capable of displaying the video output of multiple robots at once. Additionally, robots can now be used as cameras on security networks.

FLYING UPDATED

A new very complex check was added to flight code that should prevent flying into places you're not supposed to fly into from dynamic space.

VACANT LOTS ADDED

Sometimes when flying into a coordinate space without a building a rooftop would generate. Except this also happened at ground level. This has been fixed so vacant lots will generate instead of roofs if at ground level.

RCUS UPDATED AGAIN

Robot controllers now suck a lot more. You cannot get the messages broadcast on them unless you're holding them and tuned in. On one hand, this increases the amount of flexibility you have when using one in managing your spam, as they won't emit even when in your inventory.

On the other hand, you can only use one at a time and it's no longer possible to drop one in a room and have it broadcast to the room. If this functionality is desired, use a proper monitor instead.

VEHICLE STOP MESSAGES FIXED

Vehicles display stop messages once again.

3X / 2X RECEIVERS REMOVED

Because robots are devices not hubs now, the triple and dual receivers no longer have a purpose and have been deleted from the game. If you had one of these and it was removed, open a service request and you'll be refunded the value in chyen.

IGNORE/WATCH REMOVED FROM MONITORS

Now that it's possible to just turn monitors off / turn off specific feeds. Ignore/watch has been removed. I realize this eliminates a case where now someone who wants to watch while someone else doesn't now has no non-conflicting recourse but to suffer through it.

This is by design. Don't want to watch a monitor and your omae does? Turn if off. Stab them and turn it back on. Figure it out in character.

(Edited by MirageGM at 2:59 pm on 2/11/2022)

AMBIENT COMBAT WITNESSING

NPCs entering a room with ongoing combat would obliviously watch their chums get wrecked. No longer. When an NPC enters a room and sees combat happening, they will join in depending on who they like.

RETURN OF FLYING ROBOTS

sACDs have been returned to service (partially). They've undergone an overhaul and have been brought up to the standard of the rest of the robots. This was a massive undertaking that has led to the follow changes to sACDs, and ACDs:

* Thruster parts have a maximum weight they can sustain flight with.

* Going over this weight will cause the robot to fly slower.

* If the robot has an effective speed of zero, it can no longer fly.

* Different thrusters have different speeds and different energy consumption rates.

* Drones now have TWO hover heights. They can hover at eye level, or hover above people.

* Drones that are hovering above people cannot be reached by smack or melee attacks.

As the kinks are worked out of these robots they will be slowly reintroduced into the world.

ROBOTICS PRICE CHART

A price chart like the cyberware one has been added to Sebastian's. It displays stock currently and not very many details, but this may get extended in the future to display even more information.

SHOWERING WHILE SITTING DOWN

A check has been added so that you can no longer take a shower while sitting down. This did not make sense and is now fixed.

SINUS REFACTOR MODULE

The sinus refactor module now behaves appropriately when exposed to solvent spray.

LAID WHILE OOC

Laid can no longer be used while OOC ($void, @ooc, etc).

NEW TIPLINE

Sindome is a PvP game and a dog eat dog world. Characters do bad stuff to each other all the time. It's part of the theme. Please check out 'help bleed' for more info on what to expect and also please keep your own mental health in mind when you are playing. Taking days or weeks off if you are feeling bleed is encouraged. In the end you are responsible for your mental health.

This will show up after a month, a year, and after 2 years. If you are 2 years old you'll see it three times while you catch up on them.

ROBOTS CANNOT BE CHOKED

Made it so choking robots does nothing. They're robots. C'mon dudes.

COMBAT ENDS ON UNCONSCIOUS

Since robots can be unconscious and not dead, the combat code now checks if something is unconscious and not just unconscious from dying so you don't keep attacking things that are clearly already defeated.

VEHICLE DEAUTH NO LONGER SHOWS MEMBER NAME

Unauthing someone sometimes showed their member name. This has been fixed.

EVAL CYBER SHOWS CORRECT PDS

When a piece of cyberware DECREASED PDS load, it said it increased it. This was super incorrect, and has been fixed. Hilariously, this was noted as a bug in the code, and a proper fix was just never added.

TVS AFFECTED BY POWER OFF

Using the power off function on televisions will also now turn off tv messages in the room if that TV was the sole device providing those messages.

FORCE OUT OF VEHICLE

It is now possible to force driver/passenger/person from vehicle. This is a contested check and depends on many factors, such as doors being unlocked, missing, windows down, and more.

There are many ways to interrupt this in often hilarious ways. Enjoy being able to drag people out of cars, now.

EMP VEHICLE LOCK

It is now possible to unlock a vehicle that has been EMP'd. Specifically, you still need access, but this process has been updated and hardened for dome-wide safety regulations.

VEHICLE BILLBOARDS

In an attempt to demystify vehicles, a vehicle billboard has been added to Southside Motors. This billboard exposes information about the price, loadout, and some previous hidden values that correlate to vehicle performance.

I will continue to expand this system as I modify, tune, and fix vehicles as they've been set up.

VEHICLE TOPSPEED REWRITTEN

Vehicle top speed is no longer a hardcoded limit built into the chassis/engine.

Vehicles now have an 'application', which ranges from handheld to heavy industrial. This heft affects the relative damage a vehicle will do on ramming, how difficult it handles, and more importantly, the amount of engine it takes to move.

Lightweight vehicles will go faster with the same engine than a heavier application vehicle.

FUEL CONSUMPTION REBUILT

Some of you will notice you are using more fuel. Some of you less. Before, this value was changed when a part was installed or removed. So installing an engine might result in your economy changing for better or for worse. It wasn't fair and incredibly unintuitive for builders to make vehicles.

So I removed it. This same problem existed for topspeed. These values are calculated dynamically now based on what's installed. This is now dependent on the number of engines you have, the heftiness of your vehicle, your speed, and the type of engine you have.

TRACTION REPROGRAMMED

No mechanical changes here, just the same. I removed the property and made it dynamically calculated. It should be a truer reflection of a vehicle's actual traction now.

FUEL AND SEATS ADDED TO BILLBOARD

Vehicle billboard now shows the liters of fuel the vehicle holds, the type of fuel, and the number of seats the vehicle has.

OFFROAD TIRES ADDED

Some vehicles can now be made offroad capable by the installing of offroad tires.

OFFROAD CAPABILITY ADDED TO BILLBOARD

Vehicles that (with the appropriate modifications) can be made offroad will be listed on the vehicle billboard as having such functionality.

PART REBALANCE

A few engines and tires and have been rebalanced in light of new changes. Most notably, the only one I'm going to call out is industrial engines are installable in normal engine locations now.

CAPACITY REMOVED FROM MOTORCYCLES

Motorcycles had a separate system from seating in order to sit riders called capacity. This has been deleted and converted to use seats. The billboard should now display number of seats appropriately for motorcycles.

AERO REVS

It is now possible to rev your aerodyne.

TURNING TAKES MORE TIME

Vehicles turning will now delay for slightly longer depending on how extreme the turn is in their route. How long this delay is dependent on: The greatness of the change in direction, and the gearing of the transmission.

Some transmissions allow cornering faster.

UNPOWERED VEHICLES AND ROAD HAZARDS

Unpowered vehicles are now immune to road hazards like debris. No more fucking up your skateboard on debris that totally doesn't exist in the game yet.

EVAL BENCHMARK

Evaluating a vehicle will (at the end of the evaluation) tell you (based on your skills) the fastest speed at which you feel comfortable driving the vehicle.

There are some elements to this that based on your stats that may make this value not entirely reliable.

HANDLE MODS FIXED

This entire time the code that calculated control modifiers while driving was actually not working as intended. None of the parts' handle mods were being accounted for, and the math turning it into a penalty was also wrong.

All of this has been EXTREMELY TESTED WITH GREAT SCRUTINY, and now with 100% certainty I can say these mods are now applying correctly. Driving is now much harder.

MISSING LIMB MATRIX NOW UPDATES ON CYBER INSTALL

Added a new check so that the appropriate cybernetics that require to update the missing limb matrix do so (for example, cyber-limbs).

SIMULTANEOUS CYBERWARE INSTALLS NO LONGER POSSIBLE

There was a bug that allowed players to install two or more cyberware/nanos at the same time. This has been patched.

BRIDGING DISCONNECTS DEVICES

Unbridging a network now correctly severs the links between devices / cleans them up as it should when a bridge is deleted.

FEED LIMIT REBALANCED

..Normally I don't give exact numbers on my patchnotes. I'm going to make an exception this time because there's no way to see this limit in game and this is a rebalance of existing items.

Touch screens have a feed limit of 2 from 4 now.

Video columns have a limit of 8 from 4.

Robot controllers have a limit of 3 from 4.

Hobby Robot controllers have a limit of 1 from 4.

Wall screens have a limit of 8 from 12

Security monitors have a limit of 6 from 4.

Monitors have a limit of 1 from 4.

The price of hobby robot controllers has been drastically reduced.

The price of touch screens has been drastically reduced.

The price of video columns has been massively increased, not that they're purchaseable.

The price of security monitors has been slightly increased.

ENGINE FUEL TWEAKS

Some engines use more fuel, some use less. Generally aero engines now use more fuel. High performance engines use less. High efficiency ones across the board use a little more.

There is still a lot of distinction between them, it's a little less extreme.

CONTROL CHECK UPDATED

The eval check to see how well you can pilot has been adjusted to be more precise in line with feedback.

BIAS SUB FIXED ON CYBERWARE

Fixed the %eye or %part sub on cyberware, so if you only have one of a cyberware it doesn't say "nothing", it says left or right as appropriate. Or both.

LOOK MY [BODY PART]

LOOK [PERSON]'S [BODY PART]

You can now look at individual parts or sections of a person's body. A side effect of this change is that exposing your head will expose your head, eyes, ears and face.

VEHICLE AMMO REWRITTEN

I rewrote the ammo code for vehicles from the ground up. It is now much more flexible with WHAT you may load your guns with. Which is to say you can use fungible ammo from clips, crates, boxes, doesn't matter, as long as it will fit in the gun's accepted calibers.

Vehicle guns keep track of what they were loaded from, which opens the gate for alternative ammo types. It is likely guns will be backported to this system eventually, but not today.

Added support to use a vehicle's fuel tank as an ammo source.

Moved the stock verbs to vehicles.

Fixed a number of bugs with loading vehicles with ammo.

PRONOUNS UPDATED FOR VEHICLE COMBAT MESSAGES

The vehicle combat parser has been updated and now supports all the cool features that exist on par with the website validator. The ammo rebuild was necessary to fix a bug with the parser, and now that's fixed.

SYSTEMS AROUND WITHMORE UPDATED

Things like the immigration gate, fuel drums, etc, have all been modified to support vehicle combat code in ways you'd expect.

TATTOO DETAILS

Tattoos now support two messages. A brief message seen when you look at someone and a more detailed message seen when you look at someone's specific body part. All your existing tattoos count as the more detailed message, but until you upgrade them, will still be seen when someone looks at you.

To upgrade your existing tattoos to the new format, use the command @upgrade-tats. If you mess up while upgrading your tattoos, you can use @reset-tattoo-upgrade up to 2 times to reset your tattoos to their old form so you can attempt to @upgrade-tats again.

Remember, the new brief form of your tattoo should:

- be a short sentence that refers to its location

- be accurate to the Detailed Form

- be shorter than the Detailed Form

- not be misleading

- use pronouns like %N or %p

UNSECURE FROM ROOF FIXED

Grappling hooks can now be unsecured from hooks without a traceback where there was once an .. edge.. case.

VEHICLE COMBAT

It is time for this puppy to fly.

I have enabled vehicle combat for the game and some of the items have been seeded into the game world. This is a whole, new shiny combat system so let me explain what some of the expected functions are so you can tell me if I messed up:

1. It is not possible to attack vehicles that have no one in them.

2. Vehicles with no weapons or ammo will just circle each other like peacocks in heat.

3. On foot characters automatically succeed flee checks where a vehicle is firing on them, assuming the direction they are fleeing cannot be followed by a vehicle.

4. It is extremely difficult to hit a player with a vehicle heavy weapon inside the city, there are too many obstacles.

5. It is not extremely difficult to hit a player with a vehicle heavy weapon outside the city.

6. Your current throttle (acc/brake) will affect your dodge bonuses, so maybe accelerate to full if you are attacked. On the other hand this causes a lot of heat, so maybe don't. Your choice.

7. If you are being attacked and you shut off your vehicle, the attacks will not stop.

8. If you are being attacked and you leave your vehicle, the attacks will not stop.

9. If you exit aerial combat by shutting off your engine and falling like a brick: this auto-succeeds a flee check. You idiot.

I think this covers the basics. Lots of messages flow weirdly, we're depending on players, when they interact with this content, to @typo messages they see in the combat engine.

Be sure to review the Vehicle Combat thread in this subforum for information on how to ICly react to these changes (Hint: Nothing has changed.)

SCANNERS ALWAYS SHOW SERIAL

Scanning networks with network analyzers will now always print the device serial.

VIDEO TRANSCODER UPDATED

Completely rewrote the cybernetic video transcoder implant to be on par with the other network features.

Reread your help file, as all of the commands have changed.

It is now possible to tune into and out of feeds, look at all your feeds you're tuned into, and more.

CHANGED INTERNAL NETWORK LOOKUP TO MAP

Changed the network search algorithm I was using. This fixes some issues where players were getting task_ran_out_of_ticks errors and tracebacks. New algorithm uses a map and is thousands of times faster.

Should of just done it that way in the beginning but I thought it'd be a premature optimization. All fixed now.

ORDINAL SUPPORT /VIDEO LINK/UNLINK

Video link and unlink for transcoders has been updated to support ordinals for when there's duplicates in a room.

SHOOT HITLOC FIXED

When a shooter from another room hit a player with a gun, the wound would end up in a random place on the body, this has been fixed.

SEPSIS ADDED

Added sepsis to the game, and now you can catch it from the sewers.

FUEL PUMPS ASK CONFIRMATION FOR LIGHTERS

When filling a lighter at a fuel pump, it will now ask for confirmation.

ORBS READDED

Orbs have been re-released back into the game world.

VEHICLE IDLE MESSAGES

Vehicles now produce messages when they are left idling on. It should not get spammy.

GUEST LISTS FIXED

There was a bug with guest lists; they were not working. This has been fixed and they should be working now.

JOB BOARDS

Job boards have been created as an object and can be implemented to list jobs for corporations or virtually any place that has a job terminal. There's a few implemented in game already!

VEHICLE ARMOR ADDED

10 variants of external vehicle armor have been added that can be mounted to many different kinds of vehicle hardpoints.

VEHICLE HARDINESS

Vehicles with more than one transmission will now not fail to be driveable when just one breaks but the other still works. Most vehicles and aircraft now will continue to be driveable even when down one or two vector nozzles or tires. It is very difficult to drive a vehicle in this condition.

DISTRACTED DRIVING

If there is shit in your character's hands while they're driving, you now take a penalty to checks to control the vehicle.

Additionally, you will get a message saying so every so often.

DROP ON CRASH

If you crash while holding shit, that shit now tumbles out of your hands.

Let The Burritos Hit The Floor

GRASSHOPPER IS NOW OFFROADABLE

It's been commonly accepted because of the Grasshopper's description that it's offroad. The billboard pointed out it is not. This has been fixed. It now is.

PLAYERS CAN ATTACK VEHICLES

This was supposed to be released with vehicle combat but slipped through our testing! Players can now attack vehicles as long as they're occupied and so on. The counter to this is that players do almost no damage to vehicles, regardless of what they're doing.

Another counter is that vehicles automatically succeed attempts to flee from players. Additionally, attacking a vehicle on foot while it is driving by will not stop the vehicle.

SKATEBOARDS FIXED AGAIN

Skateboards got broken by the tires change. This has been fixed.

TOW LIMITS

The bulkiness of a vehicle now matters for towing. Tow vehicles cannot tow vehicles bigger than they are now. The locust is larger than the tow truck, answering the age old question.. could a tow truck tow a locust? The answer is no.

VEHICLE PART INSPECTION

Inspecting a vehicle part with the correct skills will now yield details about that part affects vehicle performance.

Example: In the event of damage or a crash, the SHI EconoFuel aerodyne power plant looks 'long-lasting'. It also looks like this part majorly reduces fuel efficiency, majorly increases heat and increases engine power.

The word level at the beginning is alphabetized.

ORB LOOK TB FIXED

Fixed a possible traceback when looking at an orb.

POWER ARMOR MESSAGING REMOVED

I have deactivated the code that messages when power armor users move. It keeps startling players as the message ghosts around the MOO for reasons I cannot fathom. I've tried fixing it twice, the bug has won.

Deleted. Now I have the final laugh.

MOUNTING DETAILS ADDED TO PART INSPECT

Inspecting a vehicle part will also tell you what kind of vehicle can accept the part. Not all parts fit in all types of vehicles.