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[July '25] Improvements Feedback
Feedback thread for July '25 improvements

Feeback here.
Anor damn, that is an amazing dig, discovery and a fix! I knew that the endless counters felt wrong, and clearly that was never the intent.

Very nicely done Slither, thank you

Feels good, I only have one issue with it. If someone is guarded you can just walk away from the combat, so getting someone to bleed and then going guarded doesn't really work.
Why is that a bad thing? If you want to win a fight, be in the fight, not just score a bleed and go guarded.
No I agree with you. But it was brought up in Slithers post so I was pointing out it doesn't work.
So, that's true. You can flee unopposed against an opponent who is guarded (if it's your only opponent). I more meant like, if you are trying to wait the opponent out or maximize your defensive chances, because you want to get away (or hope for backup) and don't think you'll successfully flee. Like if they are bleeding or you just need to buy time. You could go guarded, and then it's their choice if they want to flee, or stop attacking, or keep at the fight.
Love the guarded changes! Thank you staff!
Thank you for the changes! Seems like this will encourage characters to work together more. 😊
Glad this got figured out. Appreciate you, Slither!
Oh man! I will use phones so much more now. Thanks Slither. I found it awkward to talk on them like a few others mentioned.
Woo, thank for you the phones and the reports, and robots too - though this won't directly affect me. Always amazing stuff
Thank you so much for the phones update!! I feel so much more confident in my phone RP knowing that now I can just talk and people will see my voice message.
Thank you so much for the changes to robot installation! I'd encountered a lot of weirdness with this early on and it was a major source of frustration. I appreciate the new streamlined approach.
Thank you for changing the way guarded works.

I'm sure there are turtles all over Withmore crying themselves to sleep.

Given that this is a very very significant change to robotics, when are we going to be seeing flying robots actually released?

I'm just very confused why such a sweeping change was necessary when aero tech + rigging doesn't really exist at all, because I think this affects more players being told that they double skilled into electro tech + auto tech for nothing more than it affects that hypothetical aero tech extreme outlier.

Flying robots? No idea what you're talking about. Not something I ever promised to work on, and not something on my roadmap.

Not sure what you're confused about, I think I made it pretty clear in my original post what the problem was and what my fix to it was.

@Risikio: From my understanding, the justification on Aero Tech (or Auto Tech) is more just the concept of general mechanics, like less focused vehicle work.
Last I checked, a store was selling a 'Flight Thruster' as a robot part, so that might be why Risikio thought flying bots were in the works.
ngl i often find it silly electro techs arent the same as riggers since they shud be able to use remote controls w no problem. but idk if that fits to say here. i like the updates tho.
I'm going to ask though that if the three skills are going to be interchangeable for the purposes of installing and uninstalling robot parts that the same change be made to repairing individual parts and frame of the robot chassis as well.
Weapons mods can now be removed?!

This is epic.

Thank you very much!

So excited for the PDS updates. ♡ Ready 2 die
So excited about the PDS updates!!! Thank you!!
I've never seen any "old" PDS scripts, but whatever is running now I must say, nice job.
@Hek

Given that the big giant warning of "Continuing this action will result in the destruction of the modification. Continue? [Y/N]" I don't think that this has been implemented.

Ahhhh thank you staff, ahhhhhh.
How does that work for people who had biomods before, RP that they went in for a 'fix'? Or?
Let me preface by saying I love the idea of some of the recent changes, however…

Biomod controllers (last I knew) couldn't be "uninstalled" without it killing the patient, meaning there may be some edge-use cases where someone no longer has biomods, but is stuck with the PDS load from a depreciated controller. Could this be checked into and given a way to resolve if so, please?

And that there was already a massive degree of cross-over between electrotech and securetech and with the shift of controlling security systems to the rigging skill trio securetech has now been depreciated, it seems, to strictly install/uninstall security devices... in which case does it need to be a separate skill from electrotech at all?

Additionally there is at least two items that were 'this secure tech staple, but secure' that may also potentially be obsolete with the change?

Old biomod users with controllers will not be impacted by this change. Their mods are still the same ones they had and have not been updated, so they will not experience an increase in PDS score.
I cannot express enough how happy the fact that grid is entirely IC now is making me.

Yes there is also tons of fantastic other things for deckers in there too, but it existing inside the realm of mud now firmly is just amazing enough on it's own, rather than some weird stand-out part I have to keep remembering about.

Thank you.

I think that fire damage should be able to be repaired no matter how small it is, as there are jobs such as 3LP, WCS, and Corporate Janitors who can face RP backlash from being unable to clean up the evidence of a fire in places like the corporate lobbies and Gold sector streets.
Strong disagree, I actually would love all fire damage to have some cooldown (giggity) before it can be even attempted at a repair. As it is firebombings are just too easy to ignore.
Imho, repairing fire damage should require tools and scraps.
Appreciate the feedback, but these are better for an ideas thread as all that changed here is a message being presented instead of I don't understand that.

Gentle reminder: I don't often review these threads after the month is over. I don't want to lose your ideas, which is why I point you to Ideas for things not directly related to feedback on a change made in the month. Best to err on the side of an ideas post in this case so a proper discussion can be had.