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[Feb '23] Improvements & Bug Fixes
Rolling list of bug fixes and improvements from Feb 2023

MEMENTO CREATION FIXED

When we switched to ToastStunt, we took steps to speed up the MOO. One of the things we did was switch the .rp_info prop from a list to a MAP of WAIFs. This had a side effect of breaking the ability for us to create brand new mementos (using existing mementos still worked).

For those not in the know, mementos are 'versions' of an object, like a ganger archetype, that are saved to disk and can be restored when needed, such as if we want to spawn a new sinner memento.

The problem was that it is not easy to parse a MAP of WAIFs into something that can be easily saved to disk and restored. Doing a single WAIF isn't super difficult, and we had code for that, but doing a map of WAIFs was tough, so this code was broken and remained broken for a while.

I've fixed it, which means we can start to build new mementos (like for PRI security),

DIGITAL RECORDERS

The digital recorder is a device that can record and playback audio, using an e-memory attached to it, and batteries. It uses MP7 as its file type, a super-compressed audio file type. The digital recorder allows you to record, playback, append and overwrite to a recording of your or other person's voice (see the help on the device for more information). The recording on digital recorder is then preserved by saving it to an e-memory file.

The digital recording has an internal timer. If you record your voice, it will push the timer to the end. If you record again, the recording will be appended to the time it is set to, allowing you to overwrite or add to a recording. You need to STOP the recording (press stop on ) to reset the timer back to the start. You can also use PAUSE (press pause on ) to pause the timer, allowing you to resume recording or playback in the future.

To record, you need to press the RECORD button (press record on ). Typically, you need an e-memory attached to the digital recorder. Speak to the recorder to have your voice recorded by it, then stop the recording (press stop on ) when you are done.

You can also pause the recording (press pause on ) and then resume recording later (press record on ).

To play what you have stored in the digital recorder, press the PLAY button (press play on ). It will begin playback based on the internal timer on the device. You might need to STOP first to reset the timer (press stop on ).

With an e-memory attached, use save with to save a file to the e-memory.

With an e-memory attached, use precache with to load a file to the e-memory.

You can do ls with to get an index of all current MP7 files.

For now, we are only allowing people to record voice on it by addressing the recorder (using 'to '). Catching every sound in a room is an expensive hook and we would implement it only if this system picks up popularity / becomes useful without it.

CORPSHARE MARKET IS NOW ON AN 8 WEEK CYCLE

Per feedback in the corpshare thread, I've shifted the corpshare market from a 13 week cycle to an 8 week cycle. This is in place now, so the cycle will end in March instead of April, and then be on an 8 week cycle moving forward.

TOPSIDE THEFT REPORTING

There was a bug that meant pickpocket / theft attempts that were caught topside were still insta-reporting, and bypassing the new delay. This has been fixed, and theft/pickpocket attempts that are caught will now properly respect the reporting delay of other crimes(longer delay on Gold, shorter on Green, no delay on Blue).

@OOC BLOCKED WHILE GRAPPLING/GRAPPLED

You can no longer go OOC while grappling someone or being grappled.

NORINCO RIFLE CASE BUG

There was a traceback when doing certain actions with the Norinco case. It has been fixed and tested to make sure it works alright.

FILESYSTEM COMMANDS ON DIGITAL RECORDERS NOW NEED POWER

There was a bug where you could use some filesystem commands such as LS, SAVE or PRECACHE on an unpowered device. This has been resolved.

A structure has been made that allows more variables to affect if a device is powered or not in the future.

RECORDER EXAMINE HELP ON 'SAVE'

The examine helpfile on digital recorders was listing the save command as using 'on' (i.e. save on ) but it actually uses 'with'. This has been changed.

HIDDEN DIGITAL RECORDERS

Digital recorders that are hidden should now be able to broadcast to the room they are hidden at.

VOCAL FORENSIC ANALYSIS TOOL

We now have coded a tool that allows Voice Analysis and Comparison (called VOCAL). Individuals with forensics can grab this device, slot a battery and an e-memory into it with MP7s recorded with a digital recorder, and then record a sample from a user who speaks into it. Then, based on this sample, they can attempt to analyze the wavelengths to see if there is a match in the speech patterns and tone of two individuals in a recording. The matches are done based on a forensics skill check. The higher your roll, the more sure you will feel about a match.

It is parented by the digital recorder, so if we implement a way for anything in the room to be picked up, it would trickle down to it (although the indexing of the voice is, for now, very loud).

ALL SHOTGUNS NOW FIT IN SHOTGUN RACKS

There was a bug where only pump-actions could fit in a shotgun rack, and not other types. This is now fixed, and shotgun racks will now hold all types of shotguns.

Likely this was just never updated to account for us having more than one type of shotgun, as the code for these racks is relatively old and new types of shotguns are newer.

LICENSES & KIOSKS

Kiosks were not properly checking if a license was approved before letting you buy things. I've updated this to make it require the license to be approved, not just in a pending/audit state.

SMELL & DISGUISE

It was raised that smell could be used as a meta-ish way to determine if someone is who you think they are while disguised, if they have a custom smell message. I've made it so if you are disguised in any way anyone smelling you gets the default scent message based on your cleanliness and not your custom smell_msg.

SHOTGUN & TRUSIGHT MOD

Shotguns now support Trusight Mod kits.

@TYPO UPDATED

At Mench's request, I've updated @typo to be a multi-prompt system that asked for exactly what the builders need to identify, find, and fix typos.

@TYPO KARMA

You now get 1 karma for submitting a typo.

@RULES UPDATE

We have added a new section to the @rules which covers punishments for rules violations. These were what we were already employing and we wanted to codify them in our rules for clarity. I wrote these up, got feedback from a few players as well as from the staff, and the staff voted to adopt the updates.

LORE EDITOR REMINDER

At 2 years, players will see a reminder that we may need lore editors for the wiki, and a prompt on how to apply.

EXPLOSIONS ON MAG-LEV

If an explosion goes off on the Mag-Lev, it will now be reported on the SIC properly.

DESTINATIONS UPDATED

Destinations for things like taxis/drivers have been updated to include some additional locations:

- All Mag Lev Stations

- Green Sector WJF Substation

- Blue Sector WJF Substation

LABEL WITH

You can now hand label securetalk cards with a simple message up to 100 characters long. This message will show up when you look at the secure talk card.

UNENGRAVING ITEMS

You can now use the same engraving kiosks you engraved an item with to unengrave an item for a nominal fee. This should allow it to be re-engraved.

FEE CHARGING EXITS: NO CLOSE VERB

Due to the parentage of fee charging exits, it was possible to 'close' a fee charging exit with the close verb, which would cause it to auto-lock which would basically lock down the exit until the owner of the fee charging exit opened it up again. I've blocked this verb from working on these exits. If you notice situations where you SHOULD be able to close the door, please submit an @bug and I'll look into it.

TRACEBACK ON ROBOT DEBUGGING

Fixed ae traceback on robot debugging, where it was doing a division by zero in a part of the function.

@BUGS DISPLAYS BUG COUNT

I've updated @bugs to display the counts of current bugs. It will show up at the bottom of the output, after the list of visible bugs.

Total Bugs Submitted: 151 Total Unresolved Bugs: 44 Total Unresolved Public Bugs: 22

WAR STORIES

There is now a War-Stories channel for discussing 3+ year old RP under certain circumstances. See @rules for the rule.

WAR STORIES OOC NAME

This now uses your OOC/BGBB name for posts you make on this channel, in the same way OOC-Chat does.

PICTURES OF ROOMS WITH VEHICLES IN THEM

This is not a retroactive fix. However, moving forward, if you snap a photo of a room with a vehicle in it, it will properly show you the description of the vehicle if you do something like 'look holden in vehicle'. Previously it was capturing the description as if it were a 'thing' and not a 'vehicle' and thus rendering weird results.

One thing to keep in mind, if you snap a photo of a room with a vehicle in it, you will NOT get the full details of the vehicle. You MUST take a photo of the vehicle directly in order to get things like damage, graffiti, license plate.

SHITBERGS IN GENERIC ROOMS

Shitbergs were spawning in generic rooms in some cases, these are not player accessible and result in a higher shitberg count, meaning fewer spawn. I've fixed this so they will not spawn in these rooms, and removed the ones that spawned there previously.

MULTIPLE SHITBERGS IN A ROOM

I have also prevented multiple shitbergs from spawning in a single room, to spread them out.

SHITBERG EXCLUDE ROOM LIST

I have added a list of rooms where shitbergs shouldn't spawn. These are rooms that are technically sewers but are inaccessible normally.

SHITBERG CONCRETE TUNNELS

Shitbergs will no longer spawn in the concrete tunnels as these are sewers technically but are supposed to be dry(ish), there are also a bunch of them that are not accessible under normal circumstances.

SHITBERGS BLOCKING ALL ROOM ENTRIES

A bug was submitted that shitbergs can sometimes spawn in a room and block the only entrance, or multiple shitbergs can spawn such that it is not possible to get to the room with the shitberg in it.

This is not a bug. It is working as intended. You need to use a tool like a shovel or pick axe and charge the barrier (the shitberg) by using 'charge '. This takes stamina and can take a while to accomplish, thus requiring multiple people. Eventually, assuming you have enough strength or people, you'll be able to charge through the barrier, enter the room, and breakup the shitberg(s).

CYBERWARE @DESIGNS

Using @designs was showing {list} instead of the design. I've fixed this so it will show the entire design concatenated across multiple nakeds. I -think- this was probably the intention of the code but am not 100%. If you notice wonkiness while using that verb, please @bug it and describe what you are seeing so I can resolve it.

CYBERWARE DESIGN @COLOR

I've updated the @color verb on cyberware to provide more information about what is happening and what the selection means.

CYBERWARE @DESIGN IS NOW @FINALIZE-DESIGN

I've renamed @design to @finalize-design to make it more clear this is a permanent action.

CYBERWARE DESIGN @FINALIZE-DESIGN CONFIRMATION

I've now added a final confirmation in @finalize-design which will remind the user that this is forever, and ask if they want to continue. This check takes place AFTER the cyberware design is saved, but before it is officially applied to the cyberware itself. That means you should be able to save multiple designs, without finalizing them.

CYBERWARE DESIGN @APPEARANCE

I've added more text to this verb explaining what is happening.

PROSTHETICS PRINTER HELP

I've added a help message to this object that points to 'help cyber-design'

CYBERWARE HELP

I've added a message when you do 'help ' for a cyber you have in your inventory that will point to 'help cyber-design'.

CYBER-DESIGN HELP UPDATED

I've updated the cyber-design help file to include additional information about things like dress score, how the entire process works from start to finish, and how to apply previously saved designs.

I've also included more information on how the prosthetics printer works.

@RULES UPDATE: NEW RULE

We have officially voted to adopt the following rule:

2.E Reporting Rules Violations

If you take the step of contacting other players Out of Character, you are taking on the responsibility of reporting any violations of our rules that take place during those conversations, be they in private, or in a chatroom that you are in (even if you aren't actively involved in the conversation). This includes someone sharing IC information with you, explaining how mechanics work to you, discussing IC events, sharing their stats, or asking you to share any of this type of information with them. This is a PvP game and it is only by respecting the rules that the game can be fair for those with OOC friends who play, and those who do not. You can report rules violations via xhelp or by emailing [email protected] with logs & screenshots.

~~~~~~~

To be clear, sharing your OOC contact information with existing players using the BGBB/OOC Chat/IC means is still against the rules. However, we recognize that there are people who know each other from other games, or encounter each other on other games or Discords or whatever. Under the current rules you would still be expected to let us know you've been talking to another player and then need to stay away from that player ICly.

KAIJU BUG TRACKER COMMENT NOTIFICATION

If someone leaves a public comment on a bug you submitted, and you are online, you will get a SYS-MSG about a new comment on the bug.

KAIJU BUG TRACKER COMMENT NOTIFICATION: @FORUMS

If you type @forums you will also see a notification of any unread comments on bugs you submitted.

KAIJU BUG TRACKER COMMENT NOTIFICATION: ON LOGIN

You will see a notification upon login if you have unread comments on bugs you submitted.

HELP @BUG

I've updated help @bug with this info as well.
GOSSIP SUBMISSION FREEBIES

We want newer players and lower charisma characters to have a chance to engage with the rumor/gossip system. As such, every character gets 5 free gossip submissions, even if they fail the skill check. If you encounter this case, you'll be warned by the NPC that they are accepting it this time, but won't forever, and they'll tell you to figure out how to be more likeable (IE: raise your charisma).

I've updated the help file with this information, so 'help chatter' to find out more about how to engage with this system.

@RULES UPDATES

The staff have voted to update / add to the rules. The changes are outlined below.

4.A. Failure to comply with punishment

OLD:

When you are bad, you will be punished. When you are punished, you need to comply with that punishment. You are more than welcome to defend yourself before your punishment is issued. After the fact, if you feel you have been treated unfairly, email [email protected] and explain your situation.

NEW:

If you break the rules, you will be punished. If you are punished, you need to comply with that punishment. If you feel you have been treated unfairly, email [email protected] and explain your situation, and a Senior Staff member will read and respond (if needed). Failing to comply with a punishment will result in a longer suspension or ban.

4.F. Community Harm

OLD: Sometimes a player's behavior, despite not breaking other rules, negatively impacts the entire game. The severity of this impact is subjective and decided by the admins by vote. If a player cannot de-escalate misbehavior after repeated communications with admins, they may be removed from the game for an extended, or even indefinite, period of time.

NEW:

Sometimes a player's behavior, despite not breaking other rules, negatively impacts a large portion of the community. The severity of this impact is subjective and decided by the admins by vote. If a player cannot de-escalate misbehavior after communications with admins, they may be suspended temporarily or permanently banned.

NEW: 4.I Multiple Accounts Playing from the same IP

Multiple people playing from the same IP address requires special permission from the admin. This is to prevent multi-playing (see 1.E). You may xhelp to speak with an admin or email [email protected] to request permission, though this permission may not be granted.

NEW: 4.J Using a Proxy or VPN

Due to a history of suspended & banned players using proxies & VPNs to hide their IP addresses and return to playing the game on new accounts while suspended or banned, connecting to the game using a Proxy or VPN is prohibited. If we detect you connecting from a proxy or VPN, we will remove you from the game and ask you to connect from your real IP address.

NEW @ADD-NOTE OPTIONS

There are now options for:

GOT-KILLED: to note you got killed and why you think it happened

KILLED-SOMEONE: to note you killed someone any why.

VOICENOTES & HIDING BEHIND

A voicenote will now play properly when hidden behind something.

DELAY BUTTON ON VOICENOTES

We have added a delay button on VoiceNotes. You can access it with 'press delay on '. It allows you to set a delay of X amount of seconds before the recording gets played.

For example, you can leave a device somewhere and delay it for 15 minutes. After 15 minutes, it plays. We capped it with a limit of seconds for now.

You should be able to set only one delay.

DELAY ADJUSTMENT

We have set a minimum of 30 seconds to the delay system. It has also been changed to the scheduler, which makes it better than the previous way we were doing due to some Technical Things (TM).

TRUSIGHT CYBER FIXES

I've fixed a few bugs that were causing new trusight mods to fail when you tried to connect to a freshly modded gun via cyberware.

I've also fixed an issue where the gun when dropped would not properly disconnect and you would not be able to connect again.

There were some guns setup incorrectly due to an improper payload in the trusight mod, and that has been resolved as I updated all the broken ones.

Overall, it should be functioning as expected now.

TELESCOPIC LENSES & DYNAMIC ROOMS

Added a check for a TB when a dynamic room is gone, it should tell you you can't see anything. Since there's a varying degree of situations where this might pop up, I opted to keep the message like that. I considered giving a 'try again' message, but there are circumstances where this might fire off in a valid context.

HOOK & ROOFS

When a roof is improperly set up, a message prompting the player encoutering issues to @bug the situation has been refined.

Also fixed an issue with a specific roof.

CYBERWARE & ROBOT PARTS TARGETING

When uninstalling, the amount of options you had to target something that was installed was limited. This might not be a problem in cyberware, but in robot parts it was making it unintuitive to uninstall parts because they were only allowing names that were hard for the player to identify.

We have expanded the amount of aliases that you can target when uninstalling cyberware & robot parts, so it should make uninstalling robot parts easier.

AIMING AND @OOC

You can no longer go @ooc while aiming.

AIMING THROUGH WINDOWS

The issue we were having with people getting spammed with someone elses aim/snipe was due to the way we calculated external valid locations in order to check that someone was still able to 'see' through something. For instance if I aim through a door and the door shuts, I shouldn't be seeing through it anymore.

The problem I didn't take into account was the fact that aiming through a window with multiple locations attached to it prompted a list of locations to pick from. And the code that checks if someone's aim is still valid happens everytime ANYONE moves, because if I'm aiming at a street and someone moves, we need to see if they moved into the room I am aiming into and also if my aim is still valid / view still unobstructed.

I created a new verb that handles this better than before, and that has resolved this silly bug that was breaking things for everyone and spamming people with weird shit.

BROKEN E-MEMORY MODULES

There were a number of broken e-mems in the game that didn't have a valid file system. Something like 50. None of the broken ones were created after September 2022, when I did a bunch of bug fixes. I've fixed all the broken ones so every e-mem has a valid filesystem -- though the broken ones have empty ones that have nothing on them.

I am not 100% sure we fixed whatever bug is affecting them, but just in case I added a check to our dev server that prevents it from deleting an e-mem's data from the database unless it's 'production'. So if that was causing it (not super likely but who knows) it won't happen anymore.

It's possible I already fixed the root cause and these broken ones were just holdovers, but I am not sure. If you end up with an e-mem with no file system, please @bug it and include where you got it, when the last time it worked was, what data was on it, etc.

UNCACHE OPTION ON VOICENOTE RECORDERS

There is now an uncache button on VoiceNote digital recorders that allows you to clear the current cache. It won't delete the file in the e-memory. It will simply unload it from the digital recorder so you can start a fresh recording.

HELP SYNDICATES

This help file outlines the OOC and IC expectations of syndicate players. It was created to give players who are interested in these types of roles an understanding of what would be expected of them OOCly (and to a degree ICly) as this is a 'player GM' style role.

RED SECTOR BARS FREE FOR NEWBIES

I've made it so certain bars (like the Drome) are free to new players. The length that they stay free is determined by the new player immunity that is granted for new characters, where no one can attack/steal from them. That immunity goes away if they attack someone, or steal from someone, and thus the ability to get in for free goes away as well. Otherwise it goes away on its own after a week or so.

EXPLOSIVES CRAFTING

After doing some testing with a variety of stat/skill combos I've adjusted the difficulty (to make it easier) for crafting pipe bombs and ethicol timebombs. There are things higher tier than time bombs and pipe bombs that didn't change in terms of crafting difficulty. And it's a skill roll not a flat check, so what it means is that anyone with a higher skill is more likely to have a success and less likely to have a critical failure when crafting these items.

HELP EXPLOSIVES

I've updated the help file 'help explosives' to be a bit more clear about what is needed from a characters stats/skills to craft something like this.

(Edited by Slither at 11:54 am on 2/28/2023)