- Stale 'tailing' will now clean up. Meaning if you tail someone, and then stop tailing them and the tail isn't cleared from the other vehicle, you'll no longer start tailing them again if they pass through the room you are in.
- Using drive/fly while tailing someone will cause you to automatically stop tailing whoever you are tailing.
These two things in concert should prevent some bugs that were flagged.
- When creating a directory or file in the root directory it will no longer print with two //'s
- When moving a file or directory you will now see the full path to the file as part of the destination of the move when it is completed
- The full path cache is refreshed on rename and move, so the correct directory path will be printed in cases where it would previously have printed the old directory name if it had been renamed.
Trick or Treat Bags have been removed from the game due to issues that were recently highlighted with them with regard to game balance and how they worked.
2,500 Chyen is being left behind; in their place, after all their contents have been put in the location where the bag was.
Thanks for understanding.
Fixed some strings so that notices are notice instead.
`g topics` now has three new commands
topics ignore [post title] => ignore notifications for a topic for 24 hours
topics ignored => show ignored topics
topics unignore [post title] => unignore notifications for a topic
Technically, if there are two topics with the same name, it'll ignore both. Sorry, not going to deal with that at this time.
Topics are ignored for 24 hours only. I don't want to keep ignored topics around forever as it leads to bloat.
I've added grid forum signatures that will appear at the bottom of any grid forum post you make (if it's set).
g forums signature => view your sig
g forums signature update => update your sig
Options:
g options post-signature-color => set the color signatures show up as on posts
g options hide-forum-signatures true/false => show/hide these globally if you don't want to see them
Forum signatures can be up to 88 characters long currently.
It looks like e-notes already showed their content without wrapping in some cases. I've added a 'screenwidth e-note is [num]' command. this will allow you to set the screen width for things like 'ls' to between 78-150 characters wide.
78 was the default. I've updated that to 100. You can change it yourself on your e-note now.
There are certain items like skateboards that are actually vehicles which are actually rooms, and they define the weapons verbs so that they can be used as weapons.
These were not taken into account in the dual wielding code, so if you had two weapons (a skateboard and a gun) you'd only ever use whichever one you started combat with.
Old:
Person A grapples person B.
Person A starts walking north.
Person C attempts to grapple person B.
Person C succeeds.
Person A walks north.
Person B is dragged along with them even though they aren't grappled by person A anymore.
New:
Person A grapples person B.
Person A starts walking north.
Person C attempts to grapple person B.
Person A is forced to stop walking to fend off the grapple.
Person C succeeds (or fails).
No drag bug.
There was code in the ambient witness SIC / WJF reporting code that delayed reports so they weren't immediate, but then checked that the victim was still in the same location and omitted the report if they were not. I don't know why this existed– maybe there was a reason, but it was causing some reports to get eaten and never submitted because the victim had moved. I think it still makes sense to report these, and so I've removed that location check.
if a vehicle fails to start, there are instances where from the inside you get a message and on the outside you're supposed to get no messages (like if you hit the ignition and nothing happens). On the outside these were sending a blank line of input. I've fixed this.
If you have multiple tools that might be used to break up a shitberg, it will now prefer the one you are holding, instead of the one most recently added to your inventory. If you aren't holding one, it'll use the one in your inventory (which means you'll get a failure message cause you need to hold it).
You will no longer be able to interact with hidden security equipment like cameras, if you have not first searched and found it. This was an information leak issue where you could type certain commands like 'uninstall' or 'scan' and be told you need a toolbelt or actually do the uninstall, without having noticed the equipment first.
If you hit a fee charging exit in the middle of a 'go' string, you are halted, thus clearing your movement queue. You will proceed through the exit and just stop moving in the next room.
This was messing up NPC pathing via the $dispatcher for the Sinners who were dispatched to Carnal Desires to grab a drink automatically, mainly because Carnal is one of the only places where the fee exit leads to a room that isn't the actual bar.
Also this was happening for players though no one had actually complained.
It's fixed now and go will resume after fee charging exits are passed.
This code is super legacy but there was a bug where using 'register' to add someone to an account would have it show up for them (if they already had an account) but then not let them access it. I've fixed this but it isn't retroactive. If you are stuck in this state with another player, the owner of the account should remove the other person and re-add them and it should be fixed. If you encounter issues with this submit an @bug and I'll look into it.
The failure message when not wearing a toolbelt that you needed to be wearing while installing something was broken, showing 'You need to be wearing the $nothing to install $rpg_utils' or something because we weren't putting the right variables in the pronoun subber. Fixed.
The fix I made for mics showing all posed speech was breaking cameras and showing the full pose for every quoted string in it. I've resolved this.
I also fixed a bug with mics where the voice message would show up multiple times.
I also made it so the mic gets only one message when someone poses with multiple quoted strings so that a pose like this:
.look around, "Sup?" before chuckling, "You aight?"
Will become: You hear, "Sup? You aight?"
I've built out a 'Holiday' manager for the game. It's still a work in progress, but the core functionality is done. It supports a variety of options that can be selected (or not) for holidays, ranging from custom welcome messages when you connect to the game, city wide sales, fireworks, automatically running a SIC ad in the lead up to the holiday with info on the holiday, free mag-levs, and more.
It's easy to expand on and add more options. Like, for Halloween, we could have jack-o-lanterns spawn in certain rooms, or on Xmas, have Santa Claus pick an apartment to rob and stuff himself through the bars on the windows to steal all your stuff (kidding).
I've implemented fireworks as a city wide thing that we can schedule automatically on holidays.
When a fireworks show starts, you'll get an OOC message with info on how to watch. You'll have to be outside, in the city. Some places have better views (less blocked by buildings) than others. The view you see follows the same rules you'd get in a real city. Are you standing on the street surrounding by buildings? Obscured view. Are you somewhere with fewer buildings? Better view. Are you up higher? Probably a better view.
There are two modes:
ASCII MODE
This shows ascii art fireworks. They are pretty neat, but it's a LOT of scroll. You are in this mode if @access STRIP_ASCII is disabled
NON-ASCII MODE
This is a screen reader friendly version of fireworks that describe the fireworks. It should be much less spammy. You are in this mode if @access STRIP_ASCII is enabled
You'll have your first chance to check out a fireworks show on April 13th.
This will be our first test of our new Holiday Utils. There may be bugs, but I'll be around to fix 'em. It should be fun. I really like the idea of having a few holidays where special fun stuff happens that characters can look forward to.
(Edited by Slither at 11:05 am on 3/21/2026)
There was a bug with custom recipes not always preparing a custom recipe, and also not giving a helpful message. I had code that was checking available ingredients but it was in a loop and checking before all ingredients were available and excluding some unintentionally even though they do have ingredients. This is fixed.
I've also updated the failure message to be more clear about why it fails when it does.