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[June '26] Improvements & Bug Fixes
A list of fixed and improvements from June 2026

PROG CLOTH BLANK LINES

Fixed a TB when processing a prog cloth with blank lines.

PAGE IN BOOK

If you ommitted the dobj when using page X in book, you'd get a TB. Now you get a helpful prompt.

HAGGLES IN MARKET

There was an edge case where you could no longer be haggling with someone but the haggle script was still running and would give a TB. Fixed.

TELESCOPIC LENS AND WINDOWS/WALLS WITH ONE TARGET (BUT IT IS A LIST)

Windows and walls could be configured with a single obj as a destination or a list of objects, and when you aim at a window/wall/whatever that has multiple targets we would present you with a choice, but we also allowed a single target within a list, and if that was present you wouldn't be given a choice but the command would TB because it tried to use a list instead of a specific option. I've added a check and auto select of the one option if it was configured as a list with only one item.

PROGRAMMING DOORS (SECONDARY COMBOS)

There was a really weird bug, possibly in the ToastStunt args parsing C/++ code that was causing push *1 122345 on [exit] to fail SOMETIMES.

I've changed the way we parse these args so that programming a secondary code should work ALL the time. Investigation into why this works sometimes, mostly for my own curiosity, and to see if it's a ToastStunt bug continues, but the impact to the game is mitigated.

The help file path in help codelock should work as expected now.

CHANGING DOOR COMBOS FROM INSIDE

There was a light interior wrapper verb that let you do some stuff from inside but not all and it didn't follow the same documented pattern in the help file.

I've removed this verb and now the interior door uses the same verb as the outer door, meaning you can manage all combos from inside.

This reduces risk a bit, as you don't need to stand in a public space, but also, no one wants to be attacked while in a freaking prompt trying to edit their door combos with a difficult to manage system.

FIXED ADMIN @SHOW $cored_obj.propname WHERE PROP DOESN'T EXIST

Fixed an issue with showing cored props where the prop doesn't exist and would cause a TB.

STATION LOCK MAG LEV UPDATE

Made an update to prevent two levs from entering the station at the same time, which seems to be happening more often now that our CPU load is lower, meaning the MOO can process more actions more quickly.

Hopefully this fixes it and doesn't introduce any new bugs. I'm monitoring but if you see issues or it gets stuck please xhelp.

/SYSTEM IN VEHICLE WITH ARIN

Removed the columnize from /system on ARIN to prevent it breaking ANSI due to columnize not being ANSI aware.

POSE UPDATE -> SHROUDED PEOPLE

Pose now supports '.look at a shrouded average man' correctly. This is mostly used by scripts and other things that render someones exact name (like PDS scripts). Instead of rendering the name like 6 times in a broken fashion, it'll just match once.

This doesn't fix the issue of doing '.look at average man' because average man isn't an alias, only 'average' and 'man' are aliases on their own.

Might not change your day to day poses, but programmatic poses from scripts will work much better!

WEBCLIENT UPDATES

I've made some extensive refactors to the webclient to make it more maintainable and testable. There may be some minor fixes and changes to how things work, but I think 99% of the functionality should be working exactly the same from an end user perspective.

Please @bug any minor issues, and xhelp any major ones you see.

You can read the full CHANGELOG: here.

REMOVED 'BAT' OBJECTS FROM GAME

These were children of the Generic Bat, and should have been children of the Generic Aluminum Bat. They were not set up with a skill used so an NPC / PC trying to use them would generate endless combat tracebacks.