Existing players used to logging in with their character name and moo password must signup for a website account.
- Thia 1s
a Mench 4m Doing a bit of everything.
- Fay 35m
- Raven 47m I lost myself, in the dark charade.
- Sulfurado 28m
- Sadegh 22s
- Balreskan 3s
- Rillem 23m Make it personal.
- PinkFox 2h
- Pladdicus 16s uh
- vantablack 21s
- Sivartas 28m
- zxq 16s Tools: https://ansicolortool.neocities.org
- Hivemind 1m
- Ameliorative 1m
And 20 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[Feb '26] Improvements & Bug Fixes
Rolling thread of updates from February 2026

PRIVATE BARTENDERS OFF PARTY LIST

Previously, bartenders in private locations not meant to be public would show up if you asked "Where's the party?" to a bartender. This led to some undesirable responses, and so has been fixed. If you see a bartender telling you to go somewhere that seems off, please @bug it :)

SIC WHO LIST UPDATED

Updated to have two sections, one for 'recently active' which OOCly means, not idle, and one for 'not recently active' which OOCly means 'idle'. Broke users out into the two sections so that you know if the person you are SICing is likely to actually be at the computer to respond.

SIC WHO LIST UPDATED PART II

I've included puppeted NPCs in this, and how long they have been idle, along with some of the other ways aliases on the network are created, so it isn't just players on the not recently active list.

If any of this ends up being a problem, or is getting meta abused, I'll just roll the whole thing back.

PROGIA RINGTONE APP

There was a bug in the ringtone app that was causing ringtones to not always be saved after you purchased them. I've updated the app, and added some QoL improvements as well.

- When you display the list of ringtones it will show purchased ones as [purchased]
- fixed bug with the saving of purchased ringtones

GUARDING BREAKS STEALTH

Guarding an exit while hidden didn't break stealth before. It does now.

(Edited by Slither at 11:07 pm on 2/27/2026)

DRUG MAKING -> MIN CREATED

There may have been a bug that caused a drug making / pill press to create 0 items after tending and finishing the tend. I don't know for sure that this was happening, but issues were reported and this seemed like the most likely cause. So I've added a minimum of 1 to be produced (more can also be produced if you are more skilled, etc).

We'll see if this fixes it.

SK Pulse+ ARMGUARDS Description

Added a description for these.

POSE TB RUNNING OUT OF TICKS

Fixed an issue with pose running out of ticks on a long pose, by adding a suspend. Should resolve the issue, but if others run into long pose TBs, please @bug so I can resolve.

DYNAMIC BADLANDS LANDMARKS FIXED

There was a bug where dynamic badlands landmarks were not cleaning up properly which was leading to situations where campfires and other things were causing an encampment to be visible, even if they should no longer have been considered landmarks.

I've added a cleanup for these, and cleaned up all the ones that were sitting around. You should see many fewer encampments in the badlands now, and the ones you do see should be pointing to something that truly exists.

GHOST ENCAMPMENTS & CAMPFIRE CLEANUP

Fixed the ghost encampments that show up, as part of the earlier bug fix.

Also fixed the bug that was causing campfires not to clean up properly, so the changes I made earlier will still catch issues when we don't cleanup properly, but the cleanup should also happen at the campfire level much faster and more correctly.

FARADAY COLLAR PRICE INCREASE

Bumped the value of these higher.

MAG LEV STATION CHECKPOINTS -> ACTUAL CHECKS FOR CONTRABAND

The mag-lev exits on Green that have Judge checkpoints will now -actually- check you for contraband. If you have illegal shit on you, you won't be able to pass, and the WJF will be notified. This doesn't spawn a Judge, but it does report it so player Judges can respond.
LOADING CLIPS WHEN CLIP IN GUN

There was a long standing bug that would let you load a clip into a gun when the gun already had a clip in it, if that clip had 0 ammo. This would cause the clip with 0 ammo to disappear. This will no longer work. You'll get a warning that you need to unload the gun before loading something else in it.

DOUBLE BARREL SHOTGUN MODES

The double barrel was not triggering even if it was set to on, in some situations. This has been fixed. It will always shoot both barrels if you have this turned to shoot both AND the shottie has ammo in both chambers.

It will also no longer shoot in double barrel mode if you only have ammo in one of the barrels (even if if it is a clip with multiple shells). Both barrels need to be loaded!

DOUBLE BARREL SHOTGUN AMMO

There was a bug where if you shot with a clip in both barrels, one of the clips would just be erased and you'd just have one clip, with the ammo from the 2nd clip as your ammo.

This is fixed. Both clips (or shells) will expend a round when you fire in double barrel mode. The clip will no longer disappear. When the clip is empty you can remove it.

Shells are automatically expended from this type of shottie and do not need to be unloaded.

AMMO VISION CONTROLLER

There are vision controllers (like the MK2 cyber that lets you see details of things) that were only showing the ammo in a weapon's first clip / slot. This will now show ALL the ammo in a weapon, not just the first clip. Mostly this impacted shotguns.

DOUBLE BARREL FIRING WITH ONLY A SINGLE SHELL

These can now fire if only a single shell / round remains loaded, even if it's not in the 'first' barrel.

DOUBLE BARREL LOOK MESSAGE

When you look at a double barrel shotgun, you'll now see the status of each chamber (loaded or empty), and not just one or none.

DOUBLE BARREL TOGGLE MESSAGES

When you toggle between single barrel and double barrel shots, there is now an IC message shown to you and the people in the room, that you are switching between them. More intimidating that way :)

GRID ENABLED DEVICES

I've added an identifier when you look at a grid enabled device that shows a green light indicating that it is grid enabled.

If you notice any bugs with this, or any devices that are grid enabled missing it, please @bug it.

LOCAL NOTE WRITING

When using the webclient (or a MUD client that supports local editing) If you run the command '@edit-options +local' and then use @add-note, after entering your subject, a local editor window (same kind as the node editor) will open where you can enter your note in a nice pop out editor window and save it when you are ready.

You can disable this with '@edit-options -local'.

The editor window when using the webclient will enforce the 20 line limit. If you use a different mud client that supports local editing you will need to make sure you stick to the 20 line limit or your extra text will not be read and will be sent to the MOO as commands instead (which could be ungood!).


You can even open multiple @add-note editor windows and write multiple notes at once. Which should be handy for those of you that like to note things as you go.

You cannot save notes multiple times.

It will block you from saving a note with the same title if it matches something in recent history.

We are not going to diagnose issues with your browser! This was designed for Firefox, and should work on Chrome as well. Make sure you whitelist Sindome popups. If you have trouble, you gotta figure it out on your own, cause we aren't browser tech support.

(Edited by Slither at 8:33 pm on 2/16/2026)

(Edited by Slither at 8:37 pm on 2/16/2026)

@ADD-NOTE

Fixed the double confirmation and display of note when saving for both local and in moo editing.

INOCULATIONS

We've recently update inoculations to no longer persist through death to a new clone.

MARKET LOCATIONS UPDATE

Updated terms to show up in the electronics section and inoculation/medical vials to show up in the medical section. If people are aware of other mis-categorized items, or items not showing up in the right place, please @bug a list of them and I'll look into it.

EMERGENCY FLARE TB

If a flare was recycled while lit, it would throw a TB when it was supposed to go out (because of the fork in the code that handled expiring the flare). This should be fixed.

GRENADE TB

Fixed a TB with grenades where we were setting a prop on an object that might have been recycled already, thus causing a tb.

SONIC GRENADE RINGING WHEN DEAD

You should no longer see the message about the ringing subsiding from a sonic if you are in fact, already dead when it would have subsided.

WAKING UP WHILE DEAD

We have 3 states: alive (1), dying (0), dead (-1). However, our revive code was only checking if someone was dead, and ignoring if they were currently dying. I think this is the source of a bunch of the random 'waking up when dead' bugs we have seen over the years.

I've put a fix in place for this, which I hope fixes the issue. If you guys notice any weirdness with the change now, please @bug it. I don't think it will impact anything weirdly, but it could.

CYBER EAR LISTENING TB

If you had an ear attenuated to a room and that room was recycled, the next time you used /listen it would TB. I've fixed this.

CROWD MESSAGES TB

Fixed a bug with crowd messages that was occurring when a crowd message was empty. Also fixed the red sector bad messages to not be empty.

Also fixed an issue where we were checking if a string started with a phrase, but the args were reversed.

EISENHOWER RESUME PATROL TB

Fixed a bug where an eisenhower would try to resume patrol when it didn't have two points to patrol between.

SECURITY SWITCHBOARD RESET

Restricted this to admin due to the nature of the object.

BEHAVIOR MOD TB WHEN TARGETING NON PLAYER/VEHICLE

There was a TB that happened because we were checking the .current_victim on an object that wasn't defining the .current_victim prop when deciding if someone with a behavior mod chip could attack someone. I've resolved the TB, though the aliasing issues that were likely the root cause of this may still remain.

FLYING AND BROKEN CARDINAL DIRECTIONS

There was an issue where if you did something like fly n n nw nww

With a typo, it would cause a tb and put you in a stuck state. I've resolved this. You'll get a normal you can't go that way message when it tries to go nww now.

E-NOTE DELETE RARE TB

There was a rare tb that could happen when you tried to delete a file. I've hopefully fixed that TB with some better error catching.

TRUSIGHT DISCONNECT BUG

Goggles had an edge case where the item might not disconnect when stored in a container. I've resolved this edge case. It was also the oldest bug we had in @bugs.

BINOCULARS SCANNING BUG

When in the badlands, some things that were on different Z indexes (below ground for instance) were being shown. I've fixed this so you should see fewer ghost buildings/stuff.

LAVA POOL SHOVING

If you shoved someone into a lava pool they would see messages about dying, take about 500 points of fire damage and should have been dead, but a quirk in the code had it checking your @fatal and if it was off, they wouldn't actually die, just go to 1 HP.

This is fixed now, and it will surely kill anyone who is shoved into the lava.

ROBOT OVERCLOCKING

I don't really understand robot code that well, but I think I've made it possible to overclock them now. They were missing a calculation for the overclock, so even if you successfully did it, it ignored that.

If you know this code, give it a shot and @bug any continuing issues.

GRAPPLE THROUGH IMMIGRATION

You can no longer grapple and drag someone through the immigration gate (unless you are a Judge). You'll be forced out of line and told it's only one at a time.

RADIO IMPLANTS AND ENCRYPTED MESSAGES

Radio implants will no longer receive encrypted radio traffic as unencrypted.

PROPERLY RECYCLING LEGACY SECURITY EQUIPMENT

When old cameras that used the old networking system are recycled, they will now properly clean up their inputs/outputs on their device and others that were linked to them.

E-NOTE SECOND MEMORY ENCRYPTION NOW WORKS

You can no longer circumvent encryption by slotting an encrypted e-mem into the second slot of your e-note. The code was only checking the encryption status of the first filesystem (e-mem 1). It now checks both.

E-NOTE COPYING FILES

Fixed a few issues with copying files. Hopefully resolving some of the outstanding issues people have flagged.

VEHICLE EJECTION IN FREE FALL ROOMS

This should now cause items/corpses/people to start falling appropriately. There was an edge case where it wouldn't always.

VEHICLE TAIL MESSAGES FIXED

Fixed a pronoun sub error causing wonky messages when tailing in a vehicle.

UNPOWERED VEHICLES (LIKE SKATEBOARDS) AND HANDING THEM TO PEOPLE

You can now hand unpowered vehicles like skateboards to other people just like any other item.

SKILLSOFT DUPLICATION AND DEATH ISSUES

I think I've resolved the skillsoft bugs that caused duplication of a soft, weird loading states, and issues upon death. I may not have completely wiped them out though so if you encounter one, or if I broke something in my changes, please @bug it.

DIGIPONCHO SWITCH COLORS

The switch verb was using partial matches on the color name, so it would always pick the first partial match, making the color changes for something like switch digi to deep burgandy match on 'deep' and cause the wrong color to show up.

I've resolved this with a first exact match, then if that fails, a fallback to partial match.

CRITTER DEX REVIVAL

Fixed a bug where you would be charged for a revival that then errored out.

CLUB MEMBER SHORT DESC ON AMBIENT PICKPOCKET

Fixed an issue where ambient pickpockets might use 'club member' as the short desc.

DEFACING CAMERAS TOPSIDE NOT REPORTING TO WJF

The code to report graffiti / defacing topside was not applying to security cameras. This has been fixed, they should now properly report to WJF-Ops.

VEHICLE RIGGING FAILURE FIXED

Fixed an edge case where link and unlink might leave you in a partially linked state.

BLOCKADERS BUG IN BADLANDS

Fixed a bug where the blockader check might cause a TB and prevent vehicle movement or toss you in $nothing.

SMALL EXITS AND GRAPPLE

Fixed a bug where a small person could grapple a big person through a size restricted exit.

CORPSE DRAGGING

Fixed a bug with corpse dragging that I introduced with my grapple / exit change yesterday. Dragging hopefully all good now.

AFTERTHOUGHTS PACKAGE UPGRADES

There was a bug in the code that caused package upgrades and a few other things not to be saved correctly in a specific code branch. Bug has been around for 24 years. Wild that we didn't catch it before. It's been fixed.

GRAPPLE, DEATH, DISCONNECT

There was a bug where if you disconnected while being grappled, the grapple would clear. Now it just clears any grapples you initiated.

There was also a bug that may not have ever happened, in the 'start dying' code that would clear both sides of a grapple when it shouldn't have.

I also fixed a messaging issue where if you grapple someone and then die, it would say you release 'nothing'. As I had targeted the wrong prop.

KUMMUNALKA SOUTH WINDOW

There was a look issue with some of these windows due to a verb call to :population() that wasn't even used. Not all valid look targets define that verb. Removed the call. Bug fixed.

FIXED RACE CONDITION IN INJECT/STERALIZE

There was a fork in this code that meant you could inject something like fenta, unload it before the auto sterilization, and end up with a duplicate. Fixed.

NEURAL LINK DEBUGGING KIT RESET

If you try to run a reset with one of these, it will now compute the success/failure of rebooted wares more effectively. Previously it was checking total system capacity prior to enabling the ware, but a ware might add system capacity. This should resolve a bit of wonkiness I think.

MAGLEV AD TERMINAL REFUND

I've changed the step that you pay during to prevent money being taken before the description. Please note if you '@abort' out of a command at any time, the entire command is killed. Nothing I can do about that. So if you pay for something then @abort before it's completed, you'll lose your money.

In the case of this term, the piece you would @abort out of (the description) is moved to the top, before you pay for the ad. Should result in this happening less often.

PATCHING WITH MULTIMEDIA MATERIAL

There was a missing key on our patch store for this type of material which would cause TBs if you tried to patch with it. That should be fixed now.

E-NOTE MV VERB

I've added guards to prevent you from moving a file / directory onto itself, and from moving a directory into a sub directory inside the original directory. So for example:

/test
/test/test2

mv /test with e-note
destination: /test/test2

This will now give you a message saying that isn't possible.

E-NOTE WHITESPACE

I've removed the whitespace after lines when viewing content on an e-note. Not sure if this was serving a purpose that I somehow missed but if it messes something up please submit an @bug.

MICROPHONES AND POSES

Mics will now pick up multi-quote pose strings as speech text and relay the entire message (across multiple lines).

Previously it would just have the first string. Now it works like this:

[p1

MAZE ROOMS & MOVEMENT QUEUES

Fixed a bug in maze rooms where if you used 'go' and started moving, if you encountered a wall/no exit in the direction you intended, your movement queue wouldn't be cleared, and thus when you move again it will try to continue moving you along your previous path.

It calls :do_halt now to prevent this.

STOP MESSAGES ON BIKES WHEN CRASHING

Looks like it was possible to get normal 'stop messages' on a bike after crashing. I've resolved this.

MOTORCYCLE CRASHES SHOW MESSAGES AGAIN TO DRIVER

If you crashed a bike over the past few years, you likely didn't get any crash messages. The people in the room with you would have though. Now, you will get crash messages as the driver again, as you should have.

CORPSES MISSING HEAD

If a corpse is missing a head or some other linked naked, you will see they are missing their eyes and ears and face as well and not see nakeds for those areas.

NPC ATTACK ON ARRIVAL WEIRDNESS

We've been noticing that there is weirdness with NPCs that are arriving in a room with combat currently happening. This could lead to messages arriving out of order(most easily seen with an NPC judge walking into a combat room and players seeing them draw their Enforcer 1-1.5 seconds before actually being seen to enter the room). While this issue was most easily seen with Judges, it applied to all NPCs.

This has now been fixed. Players should see NPCs actually arrive in a room prior to any kind of attack or weapon messaging being seen.

KITCHEN ISLAND / CHEF ISLAND

If you know a custom recipe, you can now only create it when the ingredients are actually stocked on the island you are using.

I updated the help files for these to be more explicit.

KITCHEN ISLAND / CHEF ISLAND -> CHICK'N

There was a naming mismatch on some objects that were teriyaki chicken when they should have been teriaki chick'n (applied to sesame and fried as well) which prevented them showing up on islands after being stocked at the store. I think this should be resolved now.

GROCERY BAGS NO LONGER END UP IN MARKET

These were getting into the market when apartments were evicted and reset. Now they'll just be recycled.

APARTMENT RESET CLEARS PREPARED ITEMS ON CHEFS ISLAND

Like the title says, any prepared items will be cleared when the apartment resets moving forward.

HOLO ADS TARGETING EACH OTHER

As cute as it is when this happens, it often results in TBs. I've added some code that should prevent it.

FIXED CHEF ISLAND PREP COUNTER ISSUE

There was an issue with getting a prepared item when the item was present in a list twice, which could happen on duplicate names. I've resolved that and it should no longer happen.

DUPLICATE RECIPE CUSTOM NAME

If you tried to name a custom recipe the same thing as an existing one it would seemingly fail, and tell you that you already knew a recipe of that name, but would actually add the dupe recipe anyway. I've fixed that.

FIXED CUSTOM RECIPE (BROKEN EARLIER)

Fixed the issue with custom recipes not creating. I caused it earlier by slicing into the wrong depth of a list. Apologies.

DOWNING BOOZE VS DRINKING IT

Downing booze will now generate the same drunkenness as drinking it slowly. Previously it was doing this, mostly, but some rounding errors caused downing to be slightly less than drinking multiple times.

@CHECK NO LONGER SHOWS .VALUE USE INSPECT INSTEAD

@check on $material was showing the raw .value and that is incorrect as it doesn't take into account a number of things. Use inspect instead if you were relying on this.

ASCEND/DESCEND ON HOOKS

We were showing some improper messaging when you descend and it fails. It now shows proper messaging and I've added some alerting for me if someone gets in a bad state so I can debug it better.

JURYRIG TRACEBACK DUE TO RECYCLED SCRAP

Juryrig was recycling scrap but it was also required that you have scrap. I've updated it to still consume scrap but avoided the tb by not requiring the scrap as part of the action.

INSPECTING ROBOT PARTS

If you remove robot parts from a device, and inspect them, they will now show you the damage that the item has taken, and not just its decay state.

CYBERWARE DECAY MESSAGES UPDATED

I've updated these messages to be more clear they are about decay and not about damage the ware has taken.

MAX DAEMON INCREASE

I've doubled the max daemons allowed on the lite term and nova term. Need feedback on if it should be higher or not.

Lite Terms -> 10 max
Nova Terms -> 20 max

(Edited by Slither at 6:07 am on 2/26/2026)

CLEAR CHEF

This command now exists to clear all the prepared items on a chefs island.

RESUS MESSAGING

I've added some better messaging on resus, for doctors, to show them if someone is now alive / awake / unconscious after a successful full resus.

GRENADES GATED TO EMPLOYMENT

There are certain grenades gated to being employed somewhere. This code didn't apply to rigging a grenade. I've made it take that into account for rigging as well.

I've also refactored the code to be more reusable and to allow multiple employment keys.

NPC JUDGES DOUBLE-DRAW / ENTER COMBAT FIXED

There was a bug where NPC Judges would try double-draw their Enforcer and then fail to attack due to still walking when entering a room with combat. This has been fixed, Judges should now correctly only try to draw their Enforcer once, and enter combat as expected.

TB ON GRENADES FIXED

Fixed an edge case TB where in the finally clause we check if it's been thrown, but if the grenade is already exploded, it will TB as the verb it is looking for isn't present.

CARGO TRANSFER BUG

Fixed a cargo transfer bug that was due to a < which should have been a >.

DIRECTION OF SNIPER SHOTS

Some of the special aim verbs store 'east,e' or 'west,w' style directions and some just store 'east' and 'west'. I've added code to normalize this before we render the direction, so you will see '…from the west' instead of sometimes seeing 'from the west,w'.

GRAPPLING HOOK UNSECURE

I added better error handling and cleanup to unsecure. It should no longer traceback if the hook gets into a bad state due to a recycled rooftop or some other issue. It should just clean up and end up in your inventory.

NPC JUDGE AUTO-DISPATCH

NPC Judges will now automatically dispatch to Gold from the Hall if an assault is reported by ambient witnesses and no PC Judges are online. They are slightly delayed just like the ambient witness WJF-Ops reporting, it will not insta-spawn Judges on you.

The Judges have some code to decide who to backup upon arrival, please let us know if this ends up feeling off to anyone. Incidents from any mistakes in this code should default to being treated as IC unless a staff member indicates otherwise.

DECK OF CARDS WONKINESS WITH UNWRAPPING

Cards need to be unwrapped now, but that is mostly code for things novelty decks. But the code was implemented on the generic. The normal 'deal' 'draw' etc commands had no idea about unwrapping, but unwrapping is what caused the deck to actually have 'cards' in it. So, it was super confusing and seemed like cards were broken.

I updated all the verbs to fail and warn you that the deck needs to be unwrapped before using, and I added a line to the look_self on the deck that shows a message if it has not been unwrapped.

DECK OF CARDS -> COMMUNITY

Decks of cards can be dealt to the room. I've updated the help file for cards to include this info (it's been possible forever).

I've also fixed it so you can't double deal to the community/here, and instead are told to use the 'add' verb instead. This should resolve a few bugs with cards where two community objects existed, despite the game only ever targeting the first one.

ATTAX DECK SPLITTING

For decks that you can split, you'll no longer be able to do this when there are cards dealt out. They need to be collected before the deck can be split to avoid issues with ownership on dealt cards.

LIGHT THINGS WITH FLARES

You can now light campfires, and other stuff, with emergency flares.

ROOMS THAT BECOME UNDERWATER NOW TRIGGER DROWNING

If you were standing in a room where the water level rose above your head, you wouldn't trigger the drowning code due to a missing code path. You would still trigger it if you walked into a room where you ended up underwater. Now, it will trigger while you are still in the room. So watch out in the sewers.

TSARS TELESCOPIC LENS LOOK THROUGH ISSUE

There was a bug where because of exit names being the same ladder (up) ladder (down) when you looked through the roof down, or from the main room up, with zoom 2+ it would show you the middle room, then your current room, as the code uses the exit direction to determine the next room to look into. Fixed for Tsar's. If there are other rooms where this is broken please @bug.

ALL DRUG EXPERIENCE SCRIPTS UPDATED

I've updated every drug experience script to describe the feeling, without mentioning the drug itself.

SPIKING DRINKS AND FOOD WITH DRUGS NO LONGER CONSUMES ENTIRE OBJECT

When you spike something with a drug, it will no longer consume the entire object, it will just consume a single dose.

This dose is delivered upon the first sip/bite ONLY, but it remains tastable throughout the life of the drink.

You can spike a drink multiple times, and multiple sips will be spiked.

You can spike a drink with multiple drugs and each drug will be executed on the first sip.

(Edited by Slither at 8:53 pm on 2/27/2026)

SPIKED DRINKS & FOOD NOW FIX WITHDRAWALS AND GIVE EXPERIENCE SCRIPTS

Consuming spiked food/drinks will now fix your withdrawal from that drug. You will also now get the experience script for the drug you have taken (knowingly or not). As I mentioned earlier, these are a bit more vague now and don't mention 'drugs' in them. This leaves it more vague if you've dosed someone without their knowledge ICly.

CATCH & ACTION

Catching something costs an action, failing to catch something wasn't costing an action, meaning you could just spam it. Now you cannot spam it as failing also costs an action.

CATCHING THROWN ALCOHOL DRINKS

Generic alcohol drinks like beer and rum now have an extra check if you catch them which decides if you spill it all over yourself or not. This is in addition to being able to catch it in the first place.

Not catching a drink thrown at you will cause it to automatically spill on you.

These will create spilled drink messes in indoor areas.

NO MORE STOCKING WORN ITEMS

Prevented a bug that let you stock something on a shelf at a store that you were wearing.

STOCKING VENDING MACHINES WHILE STEALTHED

You can no longer do this while hidden.

WJF RADIOS & HELMETS ENCRYPTION

These were using the same freq but different encrypts. I've unified the encrypt so they can communicate with each other.

@MACROS -> OPTION 7 WORKS AGAIN

Getting to option 7 (help) was broken after we updated the list a while back. It's fixed now and accessible.

GRAPPLE AND AIM RACE CONDITION

Fixed a race condition where person A could start a grapple against person B, and person B could aim during that time, and if the grapple was successful, person A would still be considered aimed at even though they were grappling person B.

SECURITY GEAR TB -> NO ALIAS

I added a guard clause in the :choose_device code of network scanners to prevent an uncommon TB if a device alias call returned an error.

MAN UP STAYFRESH SPRAY RENAMED

I've renamed this to ManUp Stayfresh Spray as 'up' being a word in the name meant it was added as an alias, thus preventing 'look up' as it would default to the item on you and cause you to look at the spray.

VEHICLE COMBAT & FLEEING

There was a bug with fleeing in a vehicle, where you would leave combat, but then fail to run a blockade in the room and still be there. I've moved the 'leave combat' code that is part of fleeing from combat in a vehicle to after you successfully run any blockades.

Flee in this case will now mean:

1. pass the initial flee check
2. pass any blockades (because other vehicles that aren't attacking you could be blockading)
3. leave

If you fail either of the first two, you'll still be in combat.

BIOAGENT SCRIPTS & SHOWING IN THE WRONG ROOM

I've fixed an issue with bioagent scripts where if the script was long running and we reused it, we didn't always update the %location to where the player is currently, thus causing the messages to show in the wrong room.

BIO AGENT SCRIPTS & BEING OOC

I'm making biological agent scripts not run when someone is OOC. This won't stop them running if you are IC, it starts running, and you go @OOC. It will just prevent them starting while you are OOC. Step in the right direction.

MAX DAEMONS & MAX DAEMONS RUNNING

I've updated the max daemons and max daemons running for each class of term to be much higher.

CORPSHARE DOUBLE PLAYMENT

I think I've resolved this. I believe it was caused by the task being killed halfway through when it ran out of ticks, so a subsequent run caused payments to be made again. Gotta wait and see if it's resolved.

SECURITY NETWORK HARDENING

I added some hardening to prevent devices from being scanned to themselves, and to prevent recursive endless loops if the system gets into a bad state and their is a network linked to another network which back links to the original network, causing a feedback loop.

I tested this as best as I could, but if anyone notices anything wonky with scanning/viewing hubs/cams/etc please @bug it with details.

CRITTERS AND FOOD THEY LIKE

Wild dogs specifically should now like a larger variety of food. If anyone notices an issue, please @bug it.

CLIMBING A FENCE/RUBBLE/JUNK WHILE GRAPPLING

I've made this possible again because otherwise it prevents getting corpses and things out of areas gated by fences/climbable things.

If you are grappling someone, the difficult is increased by 2x what it would normally be.

SCOPED WATCHING OF ROOMS

I've made improvements to how this works. It was a very basic system before. On top of people walking in and out of rooms you will now see:

- vehicles entering and leaving
- combat starting (between who)
- successful flee (person, direction)
- messages that combat is taking place (with no real info about what is happening, you're far away and combat is hectic)
- someone dropping due to KO
- someone dropping due to dying
- someone getting up from KO

That's it. I'm not planning to add more at this time. Let's see how this goes.

CRITTER THEFT RESPONSE

Critters like dogs will no longer notify you that you've been dipped. They were saying 'you just got dipped!' or whatever.

REMAINING GPT IDENTIFIED TYPOS FIXED

I've fixed, using the help of ChatGPT, an additional 2,775 typos. This brings the grand total to 5,236 typos fixed using the code I wrote. All the changes were reviewed before implementing, and were mostly adding hyphens and fixing its and it's and other silly things like that, as well as legit spelling mistakes and other grammatical issues.

There are now no remaining GPT typos for rooms. At some point I'll likely run this code for other objects, but for now, mission accomplished.

If you notice any wonkiness with room descs, please @typo it. If you notice anything major, xhelp and let an admin know.