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[Oct '21] Improvements & Bug Fixes
Rolling updates thread for game code changes

COMBAT FOCUS SWITCHING

At some point a combat check got added that broke the ability to switch your target during combat, necessitating you to stop attacking and then attacking something else.

This has been fixed. If you type 'kill [another target]' during combat now, it correctly switches your target and gives the room proper messaging.

AUTOMATIC FOCUS SWITCHING

I've added code that makes sure when in a combat with multiple people, if the target you're attacking has gone down that you will automatically refocus to someone else in the fight that is targeting you, otherwise you will leave combat automatically.

CEASE ATTACKING

A new bug had popped up sometime where attacks would continue happening even after someone was unconscious, this has been fixed.

GRAPPLE/GUARD

It is no longer possible to grapple while guarding, and the inverse is also not possible.

GARAGE TRACEBACK

Fixed when attempting to install a vehicle part outside of a garage, it now correctly tells you that you can't do that.

COMBAT LOGGING VEHICLES

Is it no long possible to exit the back room of a vehicle while engaged in combat.

COMBAT MOVEMENT FIXED

A switch in January to the battle system appears to have made it so you can just stop attacking and walk away from combat despite being attacked. This was a bug, and it is now fixed.

MOTORCYCLE HELP

Motorcycles have their own examine help file now.

MEDRITE SAMPLE FIX

It is no longer possible to sample subjects with a medrite vial when they are loaded with medicine.

VEHICLE RENTALS

A vehicle rental system has been added to the game. It's used in just one location right now, but the system will likely be expanded into future locations.

What sorts of places would you like to see a vehicle rental terminal used?

RAMPAGE ZOMBIES

I've updated the code that supports rampage zombies to limit the number that spawn. They will also not spawn if they are in a broken location.

FIXING LIE @ CLINICS

There was an issue with lie at clinics which put people into a bad state in certain circumstances. This is resolved.

@BATTLES

Updated @battles (admin command) to show the battle instance id for debugging purposes.

MUTEX RELEASING

Updated how mutexes release when we have a lot of auto expiring ones (like during rampage) to better support these larger amounts.

OLD ANSI

We haven't run this yet but we tested it on Rampage, we have code that will replace all the old ANSI hacks we did with new color codes. I've also updated my conversion code to better handle 'bold' colors.

JURY RIG BUFF

Juryrig can now repair ruined parts.

ACCESS LOCK NERF

Robot access locks can now be pried open using wrecking bars. This can only be done under certain conditions to prevent it from being too easy, among other things.

In addition, two new tiers of access port locks have been added to Sebastian's.

RATS NO LONGER DROWN

Sewer rats no longer drown in the sewer. They have, through millions of rat deaths, evolved the ability to breathe underwater. People will no longer receive messages of rats drowning from their showers.

SEASONAL DRINKS

Bars now support a seasonal_drinks. This allows us to automatically have seasonal drinks populate in bars where applicable. And unlocks the ability for builders to create seasonal drinks (egg nog, pumpkin spice, iced coffee, summer ale, winter ale) and add them to bars to show up in whichever months they want. Seasonal drinks are created exactly the same as normal food/drinks and just added to the .seasonal_drinks prop on a bar.

An example of this is Korova which has an Expressway Smash Moloko (pumpkin spice) which is now available only in October.

SEASONAL DRINKS MENU

The 'read menu on bar' command now has a new section for SEASONAL DRINKS that shows up only if there are seasonal drinks. It is colorful and filled with joy.

CHARACTER NAME LENGTH

New Player Character names must now be at least 3 letters long. Those few of you with just 2 character names are grandfathered in.

@MANAGE BAR

I've created a new command for $builders so they can manage the items sold at a bar/kitchen. This should make it a ton easier to manage what's on sale, and to manage seasonal items as well.

FORGET WITH FOOD PREPARATION COUNTER

Players can now use a food preparation counter's 'forget' command to forget custom recipes they have created, allowing them to create a new recipe with the same name after forgetting the previous.

BARTENDER RESPONSE ORDERING

The way we handle bartender responses has been updated so that responses of lesser importance will be checked last, and important responses that sometimes get messed up by the lesser ones, will be checked first.

For example: "I heard gossip that..." will be matched before 'hi' or 'bye'.

This should result in a better experience when submitting rumors or ordering drinks.

It is possible this change creates some wonkiness in responses that I didn't detect in my testing, if so, please report them in the feedback thread.

HOLE IN THE DOME

There was a hole in the dome letting spiders in. This has now been spackled over.

Who knows if something else that replicates this may become around in the future?

--Glitch

CONTRABAND ITEMS IN CARTONS AT THE GATE

Previously, all ammo cartons were blocked from being carried. However, I have made a change so that instead of blocking cartons, it checks what the carton spawns (IE: clips, or v-202 or whatever) and checks if -that- is considered contraband.

LICENSES MAKE AN ITEM NOT CONTRABAND

Got a firearms license? Got that firearm on you? You can now ingress/egress with that weapon on foot or in a vehicle.

The same goes for ammo FOR THE CLASS OF WEAPON YOU ARE LICENSED, and ammo in cartons (for the class of weapon you are licensed). The city doesn't see these items as contraband when you are licensed.

Note: You must have the item ON you. If it's in a vehicle you are in, it will not be considered yours and will be considered contraband.

AUTHORITY CANCELS CONTRABAND

There are certain classes of NPC and PC (think HOJ employee) that the city will allow to carry contraband items unrestricted. This could be a judge returning from the badlands with a perps gun, or a piece of poison fruit or a corpse. If you are in a position of authority such as this, you can carry contraband through the gates in either direction.

If you are one of these people and you are in a vehicle, even a non WJF vehicle, all contraband will be attributed to you, including contraband on other people in that vehicle, or in the vehicle itself, and you will be allowed through.

WJF GETS NOTIFIED OF CONTRABAND

If you attempt to leave the city on foot or in a vehicle with contraband, the WJF will be notified, with your name, and the contraband items. This happens if you are allowed (because you have authority) or if you are not allowed (because you do not). Either way, the WJF will be made aware via their encrypt.

CONTRABAND FAIL IN VEHICLE MESSAGES

Previously only the driver of a vehicle was seeing contraband failure messages. This has been fixed and anyone in the front of the vehicle will see it.

ADMIN IN VEHICLES AT CHECKPOINTS

Admin are no longer taken into account when a vehicle is checked at the gates.

LICENSE PLATE ADDED TO WJF REPORT

The license plate for a vehicle will now also be reported to the WJF on ingress/egress with contraband.

NEW CYBERTECH SHOP ON GOLD

There is a new cybertech shop on Gold where you can go and have your cyberware tweaked/updated. FOIC on how that system works. I also created a SIC ad for this business.

CYBERTECH ON RED

This place was open but the NPC wasn't statted/skilled properly. I've resolved that. I also created a SIC ad for this business.

BLACK FLOWER COLOR

I've fixed this so that we aren't using actual black text. We're using something that is readable. This fixes Orchid's and Lotuses. It may not resolve right away, the colors are written each bloom, but in the long run it'll be resolved.

BANISHED PEOPLE IN VEHICLES

You can no longer enter the city. You can leave, cause the city don't care. This was an oversight when we added vehicles exiting the city through the gate.

WJF VEHICLE INGRESS/EGRESS

When a WJF vehicle passes through the gates a notification now goes out on the WJF encrypt with the vehicle/plate. This is good for audit purposes since WJF vehicles move unrestricted regardless of who is in them :)

BANISHED PEOPLE WJF ALERT

When banished people try to walk into or ride into the city in a vehicle, the WJF will be notified on their encrypt.

ROBOTS ON FOOT OR IN VEHICLES

Robots, which don't have SIC chips, will no longer trigger a block and prevent you from exiting the city if they are in your car, or you are rigging them through the gate. This means your felibot won't prevent you going in/out of the city.

BANNED ROBOTS AT THE GATES

Banned robots (war bots mainly, right now) are no longer allowed ingress or egress from the city. Any attempt to ingress/egress is reported to the WJF.

BANNED ROBOTS IN CARS

The same goes for cars. Banned robots can't get out in your car either. Unless perhaps, if it's a WJF vehicle.

CORPSHARE MARKET VOLATILITY

Based on feedback I've added a new 'market volatility' property to the corpshare market. Any change to corpshare price will be multiplied by the market volatility, resulting in a larger shift, if the volatility is > 1.0. Right noiw I've set the volatility to 2.0-- but may tweak this over time based on where stock prices end up and such. Overall this should make predicting a winner, and knowing what's coming have a bigger influence on your corpshare account, since the swings in stock price will be more exaggerated.

Be aware this is a hard change to forecast / test so if something gets wonky please report it.

@MACROS UPDATE

I've updated @macros to show more data because we are no longer in 1993 when 80 characters was the typical screen size. I've also added some color, reordered the way things display (so the trigger string is last since that is the longest). All in all just a little QOL change for folx.

RAISING SKILLS UPDATE

When you raise a skill it will now state something like How much would you like to raise the skill 'chemical'? [1 - 20]

And the skillname will be highlighted in yellow.

STORE RECEIPTS SHOW ITEMS

Store receipts will now show the item purchased, this is NOT retroactive as we were not tracking this information. It will show unknown if it doesn't know the item.

Also, I've shifted the order of the information to put the long shit at the end.

BRIEFCASES NOW SECURE INSTEAD OF LOCK

These should work in cars now since the verb is now secure and not lock.

CRED CHIPS NOW SECURE / UNSECURE INSTEAD OF LOCK/UNLOCK

Same as above. Will work in cars.

ENOTES NOW SECURE INSTEAD OF LOCK

Same as above.

Edit: Double post.

(Edited by Slither at 4:49 pm on 10/21/2021)

@NOTES UPDATED DISPLAY

I've updated the display of @notes to show more of the subject and the applies to section. Mostly this is useful for admin, but it technically applies to players to. Shouldn't really change your experience much though.

ARIN INTERFACE FIXED

The /system status display for ARIN has been fixed and should now display as intended.

NEW HELP SYSTEM

The examine system has been expanded with a new mechanism for coders and programmers to supply help. I always found it kind of annoying that when examining an object there was no additional help.

So I changed that.

light target's anything with this - lights target's item with this lighter

light anything with this - lights something with this lighter

Some items will now have commands listed like this on examine, and we have the potential to add many more. If you'd like to see a help message override in an examine, feel free to submit it on xfix and we'll review to see if we can add it!

RESUSCITATE / HEAL / STABILIZE

A bug has been fixed with the resuscitate command. Depending on how you were doing it (clinic, medical bag, ware or ambulance), you may have been unable to resus. The change also affects the 'heal' and 'stabilize' commands, but I don't know if they were erroring out like resus was. Let us know if you see any tracebacks when doing these important commands.

@SLANG UPDATES

Anytime someone uses @slang and it doesn't have the word they want we track it. I've added some of the more commonly requested ones to @slang.

NPC-WANTS SHOTGUN SHELL UPDATE

All NPCs that were asking for shotgun shells now ask for 12 gauge magazines instead.

@ADDSHELF / @RMSHELF @ SHOPS

This command has been restricted to admin if a player tries to run it it will tell them to put in a service request for BUILDERS to review.

GRID MODERATOR ACTION UPDATE

If an account (such as NewsDesk) is a moderator on a forum, they had the ability to pin, but not unpin, a topic. I have moved the unpin action to moderators so they can now unpin without needing an admin (grid admin not game admin) account to do it.

EYEPOD WIDE SHOT

There was an issue with the eyepod wideshot where it was TBing in rooms whose descriptions were string and not the expected list. I fixed it.

GREEN CUL DE SAC LAG

Someone set up a 'window' in this room that instead of pointing to the twin window on the inside of a house here, it pointed to the generic window. This caused this room to lag like crazy when people were talking in it. I fixed the issue and added alerting/abort logic if we detect the wrong parent on a window again.