Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- Visitor_Guest 11s [Welcome to Sindome]
- Outsider_Guest 6m [Welcome to Sindome]
- Burgerwolf 10m PANCAKES
- Majere_Draven 15m
- Jengris 3m
- baewulf 1m
- Enven 4m
- PowerInMisery 2m
- Sivartas 18s I make the Grinch look happy.
- Cword 53s
- adrognik 8s
- Veleth 1m Vampires don't sparkle.
- NightHollow 2h
- Emily 48m I lost myself, in the dark charade.
- BubbleKangaroo 2h
- Nepika 3h
j Fengshui 1s
- Komira 19m
- Vanashis 13s
a Mench 2h Doing a bit of everything.
- zxq 19m
And 23 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[Jan '25] Improvements & Bug Fixes
Rolling list of updated from January 2025

NACHO LIBRE DISADVANTAGE TEXT UPDATED

The text for Nacho Libre said 'penalty to hand to hand combat' which was actually incorrect, as it was just a penalty to brawling, and not martial arts. Also, if you were using a weapon like brass knuckles which use brawling, you'd still get the penalty so it was technically incorrect twice.

I've updated the wording.

TELEPRESENCE HOLOPHONES

They're now back for sale in the game at their usual kiosk spot. Pac West - keeping you connected!

Shitberg Adjustments

We have made changes to Shitbergs that will affect how they drop loot. These changes will be monitored and we can adjust in the future if needed.

There's also another change that was made to them, but I'm not telling you what that one is. You'll find out if you ever find out.

Shitberg Changes Continued

As said before, we are continuing to monitor the Shitberg changes. We have slightly increased the chances of loot dropping from Shitbergs.

We have removed nail polish from the shitbergs loot.

(Edited by Mench at 1:45 pm on 1/13/2025)

HELP TATTOO UPDATED

We updated the help file and removed the section about self-tattooing since we've long-since disabled the ability.

CATCH UPDATE

Catching now only targets items in the room which are 'integrated' with the room contents. This should make it a lot easier to catch things.

For example, if you have 11 progias on you and someone throws a 12th at you, you can just type 'catch progia' and not 'catch 12th progia'.

The only caveat here is if there is an item with the same or a similar name in the room, for example, a progia telepresence unit that has been installed, you may still need to type catch 2nd progia.

However, if there is a progia just sitting on the ground, and another is thrown at you, you'll still be able to type 'catch progia' instead of 'catch nth progia'.

MEDPAKS & STABILIZE

I've updated stabilize to only consume 1 use of a medpak and not the 5 that it was taking.

CROOKED PAINTINGS AND MESSY FLOORS

These objects which show up at times in certain places, lacked descriptions. I've given them some basic descriptions.

SPEAKING TUTORIAL

Removed the camera and monitor from this tutorial as it was not needed and was a distraction.

This update is about new code/features that are focused (at least for now) around expanding the kind of things that VS employees can do, or pay others to do.

BIOLOGICAL SAMPLES

There are certain things and situations within the game now that can be 'collected' in a specimen thermos. These are things that are usually in interesting situations or rooms. For example, sewer water.

BIOLOGICAL CONTAINMENT THERMOS
These containers are used to collect samples. There are 15+ different types of samples that can be collected in a variety of situations. I'm not listing them here, as it's something people need to figure out in game by trial and error and exploration.

CHEMICAL PROCESSING AND PRODUCTION MACHINE
There is one of these in game now, at VS. It is not fully complete, as 50% of what I want them to do hasn't been coded yet. Currently you can:

-load samples from containment thermos's into this machine.

- refine/extract the material to get chemicals. This reduces the amount of raw material, limiting how much you can refine. It takes time, and the time and yield is based on chemical skill.

- research the chemicals to find out more information about what they are, and where they are found, and what they do. It will take multiple researches to unlock all the information. Time + research score increase is based on Chemical skill. Chemicals have primary and secondary attributes, as well as special attributes.

- review what data the machine has on compounds and chemicals within it

I expect it will take a long time for people to discover the different compounds that can be collected and then research the chemicals to understand what they do. And even more time to gather enough of the material to refine enough chemicals to be useful.

The next phase, which has not been developed yet, will be allowing for combining of chemicals to create new chemicals, and then the production of a small batch of a drug based on the new chemical. Think 1 vial and 3 hits.

These drugs will be hyper experimental drugs with larger effects (positive and negative) than other drugs. You might be able to create an AWESOME combat drug, boosting all the consumer's stats a bunch, but it might also give them radiation poisoning, or straight up kill them after a few minutes. Or something in between. You might create a miracle nanite serum that heals someone completely with a single dose. Or combine chemicals in such a way as to do everything, but with a lot of side effects. I have a bunch of different effects and bonuses planned for the creation side of things.

The goal is for lots of experimenting leading to lots of failures and a few successes, and difficulty repeating successes, due to the limited ability to procure and refine the chemicals, leading to this being a longer term slow burn way of creating interesting experimental drugs that doesn't require full GM hands on-ness each time.

There are a lot of possibilities here for RP. VS hiring people to explore for new compounds. VS creating new drugs and testing their efficacy on unsuspecting Mixers. Or paying them to test it in certain situations. Plenty of other stuff as well. And tangible progress tracking as part of collecting, refining, and researching different chemicals.

Some of the compounds are going to be REALLY hard to acquire and require GM help / plots (or really good timing) to make happen, and that opens up more opportunities for VS and others they might hire to put together a team to collect some of the compounds.

I think even as it stands, it's a nice addition to the stuff that VS employees can be pushing on. It's still very beta, and isn't going to have far reaching impacts on the game, even when it's completed, but my hope is that it adds a bit of color and intrigue to the RP at VS.

From the perspective of if this has always existed... VS just got this tech and is now experimenting with it.

(Edited by Slither at 12:54 pm on 1/31/2025)

Progia Contact Calling

You can now call a contact using your progia if you have them saved in your phone.

call Name with progia i.e if you had a contact named 'Tom' then you would call tom with progia

Thank.

Moved to correct thread.

(Edited by Slither at 7:44 am on 2/7/2025)

Moved to correct thread.

(Edited by Slither at 7:44 am on 2/7/2025)