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[April '25] Improvements & Bug Fixes
Rolling list of improvements from April 2025

NLM TV STORAGE LISTING

This listing now shows the length of programs that are not archived. This should help prevent scheduling the same program on two channels in an overlapping time block, which would cause a TB.

FIXED OVERLAPPING PROGRAM / TB AT NLM TV

There was a program that was 31 minutes long, scheduled on one channel at 3:00 and another channel at 3:30, which was causing TBs because it couldn't play the 3:30 block because the program was already routing to the 3:00 block and was not done yet.

NLM TV STORAGE LOOK

I've updated this to look nicer and be better formatted. I also refactored the code to make better use of some of the newer tooling we offer for displaying things to users. End results is that it should be formatted better now and into the future.

@INVIS-WOW ME IS

So many people are @invis these days, that we miss out on all the great @wow messages. To combat this, and give you a way to express your witticisms I have added an @invis-wow command which will let you set a wow for when you're name isn't shown on the who list. You don't need to use it, but if you want to, you can!

PRICE REDUCTIONS

After much deliberation and discussion, the prices on certain things have been reduced. The goal here is making base level items less expensive, and to make it more likely that people gear up and regear with mid tier items. Not everyone is going to have Xo3 or Xo5 armor, for instance. And some people that get it, can't hold onto it, which creates a weird cycle where they buy it, lose it, and expect to be able to buy it again and when they can't, there is a feeling that they don't make enough or things are too expensive. We have purposefully not touched higher tier items.

Please remember you aren't always going to need or get the best gear.

I may make some additional changes, but this may be it for now as we wait and see how these changes play out.

70% REDUCTION

Basic armor such as Nexus, Du-Wear, Ecogear and the like.

35% REDUCTION

Mid-tier armor such as Protek/Some WAI/Etc
Upper Mid-Tier armor such as Xo3/Some WAI/ Some WCS
All Robotparts
All Cyberware/Nanos

WARNING

It may take some time for the lower prices to cycle through stores and such, as the price of stocked items will not always change automatically at stores. However, new items coming in through various means will be at the lower price point (cyberware, requisitions, new stuff stocked, etc).

(Edited by Slither at 4:13 am on 4/12/2025)

VEHICLE PART PRICE REDUCTION -> 35%

All vehicle parts + weapons have been reduced in price by 35%.

VEHICLE WEAPON AMMO PRICE REDUCTION -> 35%

All vehicle ammo prices been reduced in price by 35%.

CYBERWARE & ROBOTICS TOOLS REDUCED IN PRICE => 60%

All of these have been reduced in price by 60%.

Generic Arc Welder

Generic Robotics Multitool

Generic Occipital Forceps

Generic Acoustic Reticulator

Generic Optic Modulator

Generic Synaptic Stimulator

Generic Biochip Reticulator

Generic Nanogenic Hypodermic

Generic BioMed AutoInjector

Generic Appendage Surgery Rig

PARAGLIDERS REDUCED IN PRICE

Paragliders -> Reduced 60%

WEAPON MODIFICATION KITS REDUCED IN PRICE

Weapon Modification Kits -> Reduced 60%

SCANNERS REDUCED IN PRICE 35%

Generic Portable Blood Analyzer

Generic Critter-dex

Generic Radiospectrometer

Generic Portable In-Game Network Scanner

Generic Portable Weapons Detector

Generic Portable Cyberware Detector

Generic Portable Bioware Detector

Generic Portable Chemical Analyzer

Generic Portable Explosives Detector

FURTHER PRICE REDUCTIONS ON ITEMS

I've gone through the majority of items on sale and reviewed their prices to consider if they were appropriate either based on feedback from players or from my own review of their price, usefulness, current adoption, etc. The following prices have been updated:

Back Holster -> Brought in line with other holsters costs

rifle transport bag -> Brought in line with other holsters costs

MedRite reusable syringe -> 35% reduction

plastic handheld mirror -> 50% reduction

synthetics cooking lab -> 25% reduction

pill press -> 25% reduction

hydroponic grow farm -> 25% reduction

stim/med/healing/rad/trauma patches -> 35% reduction

ballistics toolbelt -> 50% reduction (brought in line with other toolbelts)

Battox GelCell charger -> 50% reduction

King of the Mix -> 50% reduction

Battox gelcell -> 50% reduction

ZMI TruSight goggles -> 50% reduction

AMMO RIG PRICE REDUCTION

Reduced the price of the ammo rig by 25% to bring in line with other reductions.

ADMIN @LEASE UPDATED FOR VENDING MACHINES

There are three new options in @lease for admin which allow them to view/reset/assign vending machines, greatly streamlining the process of managing player rentable vending machines.

DISCORD BRIDGE

I think I figured out what the problem with the discord bridge verb on the MOO not rescheduling was, and it was a race condition. I've added some logic to reschedule it properly, which I hope will help. Added debugging to confirm it.

WIGS & CONTACTS LOOK / APPRAISE

Caused a bug in the code when I updated how many uses these had, as the description was hard coding the previous max of 20. I've had it take the value from the parent now and it is working as expected.

FREIGHT & PERMING

There was a bug in some freight cleanup code that was causing a TB when a character permed with pending freight licenses. I've fixed it.

REDUCED DB SIZE BY 5MB

We have a search for admin that is used all the time. It's for locating objects by name. It uses a MOO side object cache and SQL. The cache is there so we didn't have to make a query to the database to see if a record existed before doing an insert/update. I've modded the query to use upsert functionality, and removed the cache, which is now saving 5 megs.

REDUCED DB SIZE BY 1MB

I reduced the DB size by 1MB by removing our old archived notes system from 2008. It was no longer needed. Cleaned up the verbs and objects associated with it as well.

MOO MEMORY GRAPH

I've updated the value for the MOO memory usage graph on the webclient. It will update next time the client restarts and should show the proper 4gigs max that we currently have instead of the 512MB that it was previously set up with.

GPT POWERED NPCS FIXED

Apparently OpenAI expires your credits after a year, which is news to me. I've recharged the OpenAI account and GPT powered NPCs such as Newsies and street preachers along with chatter, will now function as expected.

WEEKLY WEALTH REPORT

I've added a weekly wealth report to the $creator+ admin side tooling. The report is populated with data from a job that runs each week and stores the data in SQL. Then it can be viewed for each week that has previously been recorded. This will let us monitor changes in wealth across the playerbase based on policy, plot, and pricing updates we make and give us additional data to review as a staff.

It will also be super useful because it will let us track the difference week over week, as we collect data and then we can look back historically at trends, and monitor after big changes.

PICK UP PILE OF CHYEN TB

This was running out of ticks in random situations. I added a suspend to prevent this. Shouldn't happen now.

VIAL OF HERCULES

Fixed two vials of blood that had improper common names.

GARAGE LEASE UPDATES

Garages don't have weekly profits like shops and bars, but they do get ambient income. I've incorporated this system better into the ambient weekly profit adjustments that shops and bars were getting, so garages should see their monthly payouts increase/decrease slightly month over month as a result. They can be more profitable by far in the long run, and slightly less profitable if you do nothing for the lease month over month. I'll keep an eye on the numbers to make sure they make sense. We only have a couple of these garages so it's easier than shops and bars to monitor.

DISCORD COMMANDS (@discord-invite, etc)

These were broken from when I fixed the GPT utils, which required updating our VPC. I've fixed it and these should be working as expected again.

FURTHER PRICE REDUCTION (DEBUGGING KITS)

SK NeuroLink debugging unit reduced by 35%

PRI Robotics Debugging Kit reduced by 35%

CATHEDRAL ROOFTOP EDGES

One of these was misconfigured and breaking aiming. I have fixed it.

TRANSCODER + /SYSTEM

Previously transcoder eyes were not showing up in /system if they had no feeds. This was sorta confusing. I updated it to show 'no feeds' if there was nothing hooked up to it.

HARDENED PROCESSOR SET TO ALWAYS ON

This was not set to .always_on like its sibling the non hardened processor. I've updated it. As a result things like 'time' were not working for this processor and now are. I don't know exactly what other impact this might have had. Generally this processor is there to ensure your other wares work, and is a pre-req, so I don't think it not being ON would impact anything else, but it's possible it did. If anyone with a hardened processor notices anything else 'start working' after this change, please post in the feedback thread.

(Edited by Slither at 10:38 am on 4/22/2025)

GREEN CRATE PAYOUT RATE INCREASED

The payout for running green crates has gone up, it is now double a gold crate delivery. This will not impact how much money you can make in a week through automated income, it will only lessen how many crates you have to run to get to that cap.

DEATH RECORDS

We have a short term (6 month) death log, which is accessible to admin. It shows when a person died, and who killed them But it's not possible to really introspect this data. As a result, I have created a SQL table where deaths of characters will be logged. There is no way to access this currently for admin, but when we have some data I will implement some admin tools.

This tracks, victim obj, killer obj, victim name, killer name, location obj, location name, killer ue, victim ue, and the timestamp of when the death happened.

With this additional data we'll be able to better track who's killing who, how many low UE people are killed by high UE people, and vice versa, along with having a more permanent death record across characters, including when a character perms or is reaped.

It's good information to have at a high level, so we can validate (or invalidate) some of the things that are floated by players and admin over time. And we can see if changes we make lead to more risk taking, less, no change, as relates to how often characters are dying.

Another bonus of this is that when we get to a certain point (in 6 months or so) we can deprecate the in game tracking of this data, and free up 300k of space!

(Edited by Slither at 8:56 am on 4/23/2025)

PRICE UPDATES AND FIXES FOR ARMOR

I've gone through armor as a whole and further updated the prices based on some of the armor values, to make items with similar armor values in each tier, the same or roughly the same price. A few items were too cheap, a few were too expensive. Not a major change, more of a cleanup.

I've also done some internal (admin side, not player facing) work to make the armor tiers more clear, and named properly so that further updates and cleanup and adjustments are easier to make, and a full review of armor values to ensure things are lined up, is easier, which is something I plan to do as a next step.

Right now, there are some pieces of armor that don't have as much armor value as they should, some that may be in the wrong tier/price range for the armor values they have, and some that may not be set up the way things are intended to be. No huge, glaring issues, but I think it's been 10 years since we did a real full pass on all of armor, looking at everything at the same time.

(Edited by Slither at 11:55 am on 4/28/2025)

WEAPON INSPECT & DAMAGE TYPES

Moving forward, if you inspect a weapon, you will be met with one or more lines at the bottom of the inspection which tell you the types of damage the weapon will do. There is no way for you to determine what types of damage your weapon will do on any given combat round, it's all based on the attacks the weapon has, which are determined by skill level and an amount of randomness. Many weapons just do a specific type of damage, some can do different types, especially at higher levels (piercing instead of edged, for example, in the case of a katana).

This information will be more valuable as updates to armor are made which reveal similar information about the types of damage each armor can protect from.

(Edited by Slither at 7:43 pm on 4/29/2025)