Existing players used to logging in with their character name and moo password must signup for a website account.
- Sivartas 15m
- Fogchild1 16m
- Rillem 22m Make it personal.
c Logic 3s
- Dale 4m
- cata 2m
- Diamond 2h After Winter, must come Spring.
- SmokePotion 3m Right or wrong, I'm getting high.
- BubbleKangaroo 1m
- zxq 14m Blackcastle was no ordinary prison.
- NightHollow 1h
- LadyLogic 53m
- Vanashis 3h
a Mench 43m Doing a bit of everything.
And 29 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[March '25] Improvements Feedback
Put your feedback from March 2025 here

Feedback thread.
I have trashed the six pack of Ebola-Cola that came with my somewhat newly rented apartment. Although the soda is probably nuclear with no expiration date, my character would not touch them for purely ethical reasons as they did not earn them(j/k). 899 to go.
The resent change in aim and stealth would Chameleon skin be exempt since it blends into the area or?
No. If you are being aimed at, you will be visible if you hide. You already can't hide if someone executes the aim before you type hide. This is merely a compromise on a race condition that happens very very rarely.
'It is possible to type 'hide' and be starting to move to stealth and have someone 'aim' at you. It's basically a race condition. I've resolved this by making it so if someone aims at you while you're looking to stealth, they will automatically still see you in stealth. This makes sense to me, because the person has drawn a bead on you, even if you've started looking for a place to hide.'

Isn't there a chance if someone aims at you while you're in the process of moving you can still walk past them? If I'm wrong, ignore this next part. But if I'm not: is there any chance of making it so if you've already put yourself in the process of hiding/stealthing, that it could be a skill/stat check versus the aimer? (Only if you've typed it in beforehand, not after being aimed at).

Yes, that's possible, but this is the first bug we've ever had with this, and our stealth and aim systems have been in place for a loooonnnnnnggggg time. It's very very rare that this comes up, so it doesn't seem worth the effort of implementing a complex system around it.
CLEANING ART

Requires artistry.

CLEANING ELECTRONICS

Requires secure tech or electro tech.

CLEANING BLOODY MESSES

Requires medical, bio tech, or forensics.

I'll ask: what does it add to the game? Those are chores generally handed over to immigrants, why gate them behind any skill checks?

If I were to play service janitor that now means some wild array of skills just to… be a janitor.

My recommendation is to check to see if a mop bucket is in the room before attempting to clean. If it is, major bonus to skill check from hauling out the actual industrial grade cleaning solvents.

That way the immie-centric janitor jobs can do their jobs around the towers when they have access to their mop bucket.

I like the change, I think it'll inspire characters to hire out more to clean messes and so on rather than everyone being able to do it and doing so themselves.
Think the 'cleaning' changes are bad. Will just lead to more messy areas overall since now you have to invest in a specific skill to clean up a mess which shouldn't really require any kind of skill.

Think the 'cleaning' changes are bad. Will just lead to more messy areas overall since now you have to invest in a specific skill to clean up a mess which shouldn't really require any kind of skill.
Actually, all of these required skill checks previously. I've just fine tuned what skill checks were needed. Overall, I added more skills that can be used to clean things.

(Edited by Slither at 2:39 pm on 3/12/2025)

I'll ask: what does it add to the game? Those are chores generally handed over to immigrants, why gate them behind any skill checks? If I were to play service janitor that now means some wild array of skills just to… be a janitor.

By the same logic, why have messes or anything that needs to be cleaned up at all?

To answer the question: It creates a roleplay feedback loop wherein people without the skill to do something, need to seek out someone who has the skill.

CLEANING BLOODY MESSES

Requires medical, bio tech, or forensics.

Ahahahahaaaa YES.

I really like this for needing a skill check to clean cameras. Those things are massively OP IMO and adding more ways to make your disabling of what is essentially treated as a forever eye hard to fix is great.
Just wanna be clear, all these things were already in place, I just tweaked how many skills it was checking if the character had to be better fitting the skills available in game.
yaaay you guys fixed the stupid thing i always end up doing with my ctag somehow.
I like the updated skill checks for cleaning things.

As Slither said, the need for skills to fix cameras have been there for a while. At least 3+ years AFAIK.

Oh gosh thank you for the install/uninstall fixes, having to service request that was… anxiety inducing as I hated wasting people stuff over triviality.
Slither, I love you! Thank you!
As someone who previously leased a bar and made about -15k from the only event I ran and thus never wanted to run one again, this is a good change.
Can we add this change to shop registers too, please? We sometimes do events too!
@Aida, not at this time. If it works for Bars/Clubs, I will consider adding it in a lesser form for shops, but shops are a different beast entirely, and would need different considerations. I want to see how this system works for Bars/Clubs, which are much more heavily reliant on events, before considering shops.
That makes sense, thank you! There are some shops that are more event capable but it's far from critical! Really loving that extra thing, should help bar owners a lot.
The stolen cargo acquirers are a welcome addition, but this still leans toward a significant investment beyond just a cargo ship, weaponry, expending vehicle ammo which can cost anywhere from 50,000-100,000c (Purely for ammo), and adds the possible need for temporary storage on top of that while waiting for a puppet.

In addition, the planning and timing required to steal cargo is elusive at best.

I think putting the onus on a puppet-request is understandable but the underlying issues in the system are a pretty heavy-lift.

Thank you for putting the time and efforts into striving to get cargo somewhere more viable. I hope my feedback is constructive.

It would be interesting to see how many people would try nabbing a cargo crate if you could pick one up like a courier crate.

However, I am glad to hear that cargo theft is getting some love.

You'd almost want a contested transfer command that could work like wrest for vehicles, that doesn't require destroying the victim. I have no idea how that would work though.

Maybe vehicle attacking a vehicle with cargo (assuming you have a cargo bay in your vehicle) begins to siphon off cargo containers from the victim as they… fall out? Bit handwavey but would provide an option that isn't total destruction by default.

Or maybe vehicles that are in combat are just fair game for transfer to/from regardless of if they're locked up. Get into combat, have someone on the ground pirating, pew pew fly off? Gets a bit complicated when there's two people each trying to transfer back and forth though!

In most space games, the consistent methodology seems to be ejecting your cargo. I like to imagine a way for cargo ships to haphazard drop their cargo in the room they're in as a way to signal a cease fire. The pirate and their crew would have go recover the cargo, and the cargo runner would ideally have an opportunity to run away.

How this fits into Sindome though is a bit obscure.

What if the cargo is airborne? Does it stay in-place? Does it parachute?

What if someone on foot grabs it? Does this mean gangs are incentivized to target ground vehicles for cargo?

Does this mean that cargo/freight is back in game now?
If freight SCUs could exist outside the vehicle in some token form it opens a lot of options.

Fleeing with cargo could jettison it automatically and give a huge bonus to the check. Drop the crate and run off, writ large. Getting away with their cargo vehicle intact at the cost of cargo would make most people's day. Or stay and slug it out.

Itemized/tokened freight SCUs getting loaded onto handtrucks is also funny.

Cargo/freight was never disabled. Our decision from a few months ago was targeting only licensing and it was still available for select roles. Our decision there hasn't changed and we're still watching to see if cargo theft will see engagement.
@DEFAULT-WEAPON REMOVED

This command was buggy, barely worked, and I'm 90% sure was the cause of the terrible bug where people would put their weapons away during combat. I checked with some people it had never happened for, and they did not have one set. I checked the people reporting it happening, and they did have one set. I've removed the command, and all references to default weapon in the code. You'll have to manually hold weapons, if you were using this command, or set up a macro.

PUTTING WEAPONS AWAY AT START OF COMBAT

I believe this should be fixed now!

Don't have the freedom for extensive testing, but it does seem like this is resolved.

I forgot these settings even existed in the first place. I think even when they worked they were a source of annoyance for outlier situations like sparring. Weird they only affected players when interacting with scripted NPCs though. Or maybe the PCs I tested with just didn't have this set.

Nice catch!

Thank you so so much for figuring out what was causing those sheathing problems Slither, I know that must have been a difficult bug to diagnose and sort out but is sure to save the players it would have affected a lot of grief and frustration in the future.
So many bugs fixed this month and March isn’t even over yet! You are amazing Slither😍
Woo for exploding ammo rigs! No idea if that may not require some looking into failure % chance down the line, given that it was set to not explode for… forever long, but I like it!
Boggles my mind a little bit how 90% of people using munitions agreed its bad and needs reworks or combination with explosives to feel like an actual skill and the answer to that has been to seemingly make it worse.
This fix actually adds value to munitions skills, previously you could fail those skills with no backlash, now there is a chance to blow up very expensive ammo rig.

I still fully agree that munitions need massive revamp as a concept.

Kalli, please try to be productive in your responses. If you want to discuss changing munitions, find a topic that exists or create one to discuss it. Or provide some meaningful ideas for feedback instead of whatever that response was.
I've created and commented on several different threads to make an attempt at having the skill be more of an actual skill. As well as made @notes about it. Even something like a new gun mod to give weapons techs more to do that have all had zero effect on the betterment on the skill as far back as 2022.
Then you can feel safe knowing those posts were enough to get your point across already, and your post here was unnecessary.

I understand you are frustrated but taking that frustration out on the person fixing bugs is not productive.

Thank you for listening and taking our feedback into account re: minimum age!
I presume this will be brought up ICly as well? That immigration is now restricted to eighteen years old and above?
From what I understand it isn't an IC rule, children didn't suddenly disappear from the game world nor is immigration changed, it's simply that players can no longer play characters below 18.
Correct. This is not an ic change it is an OOC one.
I just wanted to provide brief feedback on potential cargo heists. The NPCs are a good addition but determining when/where to be for a heist and the small amount of players running cargo make this challenging still.

I think the cargo radio frequency called out by Villa in his idea thread would be useful https://sindome.org/bgbb/game-discussion/ideas/cargo-overhaul-2838/