We had an issue where someone was spamming movement due to something on their keyboard and this caused issues across the MOO. I have added a cap to the number of movement commands that the MOO will respond to from a single player over a short period of time.
I've also instructed the admin on how to handle it when they see it happening (kick the person offline, speak with them when they get back online, if it happens again, suspend them).
This should hopefully prevent further disruptions.
There are a bunch of different kind of barriers that can block exits / manholes. Two of these are not really barriers at all but crime scene tape and WCS cleaning barriers, which are really just denoting that something is happening in the area. Previously these had the same fatigue cost as a manhole cover or pile of debris. I've made it so each type of barrier can have its own fatigue cost and made the cleaning/crime scene ones cost very little comparatively.
I've updated the code used for login/reset password/account creation for the grid from within the MOO. It was previously relying on the Grid 3 node app to generate the IC password and hash, but as some of you have seen, if that application was unavailable for some reason (network, restarting, bug, etc) it would lag the MOO.
Now it will handle this all within the MOO and via SQL, making it more resilient. If anyone notices any issues, please @bug and xhelp.
I've updated the default layer to 1 for some materials that it was not 1 for. I don't think this should impact anything, but if you encounter issues, please @bug it.
Synthetic Leather Material was 2 now 1
Waterproof Vinyl Material was -1 now 1
Cultured Wool Material was 2 now 1
This should mean they are wearable below things they were not wearable below before, in cases where the name would have normally caused the layer to not be explicitly set to something else (see help tailoring for the list of names that cause different layers).
(Edited by Slither at 8:29 am on 11/29/2025)