Hotwiring kits come with three charges. Previously whether successful or failing, it would deplete one charge from the kit. We've changed this so if you're successful, it will eat all the charges and the kit will be consumed. If you fail, it will consume one charge per failure.
HOTWIRING KIT PRICE CHANGES
Several hotwiring kits were not appropriately priced in line with the vehicle's retail value (or in some cases where only hulks are available, the hulk value). We've adjusted these to more accurately reflect the intended cost.
VEHICLE SECURITY SYSTEM CHANGES
After performing an audit of vehicle security systems, we've increased the skill roll check on systems where needed.
The help file for this command has been updated to call out that we really need people to make one job application at a time, as it's hard to keep up otherwise. Don't spam out 10 applications for the same job to 10 different places. Pick the one you want the most and start there.
Overhauled the website and added new features. Read about it here.
Removed both functions from the employment terminals.
jk :P
Made them look nicer and hopefully be more distinguishable in their denial reasons.
I think I've got them to a place that looks nice and is easy to read. If you have feedback, then please, feed me your back.
ty
I've made a change that will roll out the next time the webclient restarts, which makes saving a log a completely local experience. Previously it shipped the log to the server which then sent it back with all the HTML stuff updated. This should work essentially the same as it does now while saving the webclient server from having to deal with massive logs.
It also means if the webclient goes down you can still save your log!
Fixed a bug where looking e in a shop showed nothing. This happens because shelf matching deals with partial names and 'e' appears in 'register' but if you aren't on the register you see nothing. So this should work for people to look e who aren't on the register now, showing the exit, while people on the register can 'look east' as 'look e' will show the register.
Also, didn't realize you could 'look sh' to look at a shelf or something. Neat.
Our status.sindome.org page was really old and broken. I've updated it to integrate more health checks. You can find it here: https://status.sindome.org/.
I fixed the enforcer lore page. It was broken due to a [Red] tag in the content. I've
LORE EDITING FIX
I've prevent color tags from being used in lore content. These weren't being used purposefully, someone would be linking to [Red] for Red sector but the serialization code treated it as a color and that broke things. This now warns and prevents usage in future lore pages.
So, as many of you may have noticed, I've been working my way through all the Sindome web services and updating them. The last major overhaul we did on them was when we moved to AWS back in 2017.
We had some fairly old servers at this point, and fairly old node code. I haven't gotten to everything, but all the services you see on our status page https://status.sindome.org/ have been migrated.
This migration covers a few major things:
Service reliability: Old code is harder to maintain and requires outdated version of Node that are not maintained. We were following best practices from a decade ago. Now we are following modern best practices, running on updated Node, and our code should be more resilient.
Scattered Servers: When we first moved to AWS we created a server for basically every service. This increased our costs and also the maintenance that needed to be done to maintain these servers. The consolidation efforts I've done have removed 3 servers, combining them onto our www server, running with better memory management.
Improvements: I took the opportunity to improve several of the services when I was migrating them. The status server itself was pretty borked and not really giving a view of anything when things were down, for instance. The web client has been heavily updated. The website has been heavily updated. The GPT and Discord bridges have been hardened and split from one app into two. The Slack Bridge that admin use has been updated with a few bug fixes and uses modern packages.
Overall, these changes will make it easier to maintain our services as we move forward and easier to add new features to them as they use modern coding best practices.
I'll be continuing this work on a few more services, but wanted to post this update on what I've been working on lately so people are aware.
What this means for you:
More immersive roleplay - NPCs feel more like real people
Natural pacing - Encourages spreading out your activities
Varied responses - NPCs have different ways of telling you to slow down
What you'll experience:
Most of the time, NPCs will respond normally as always
Sometimes an NPC might say something like "You've been asking around a lot lately, give it a rest"
If this happens, just try asking other NPCs later - timing varies
We respect your RP time - this change is made to help encourage more player-to-player interaction rather than NPC grinding. When NPCs are being uncooperative, consider:
Pushing drugs or items with other players instead of relying on NPCs
Trading with other characters for what you need
Building relationships that lead to mutual exchange opportunities
Creating RP scenarios around scarcity and social connections
Using the delay as an IC reason to interact with other players
Remember: The best roleplay often happens between players, not with NPCs. This system naturally encourages those richer interactions that make the game more engaging for everyone.
Note: We will be monitoring and reviewing this over the coming weeks to adjust settings as needed. We also don't expect many of you to experience this; it really only affects those who go around spamming every NPC they see. Please @bug any issues.
Our MOO server was 8 years old, running on Ubuntu 16. I've replaced the server with a new EC2 instance running Ubuntu 24 and node 22. This brings it up to date, which is nice.
I've also upgraded us from a 3+ year old version of ToastStunt to the newest stable version (2.7.3 from June 2025) along with our aftermarket additions for XML and SQL.
I tested this version of ToastStunt on several different servers before upgrading. I'm hoping we see no issues, but if we do, I'll cut us back over to the old MOO server, which I'm keeping online for the time being.
The newer ToastStunt handles memory better, and fixes a bunch of issues that we didn't often encounter, but are good to no longer have. Mainly I'm hoping this solves the memory leak we have been seeing which has resulted in us having to restart the MOO every few months. I'll be monitoring the memory consumption closely over the next few days to make sure it looks good.
There are some other changes in ToastStunt that I may look into, but honestly, I'll be happy if we just have stable memory usage and the MOO can stay online for 12+ months at a time, like we had with LambdaMOO.
If anyone notices weird shit, or something broken that seems related to the recent upgrade, please xhelp and let me know right away.
Thanks all, for your patience as we've modernized the tech stack and done upgrades over the past couple of months. It's painful at times, but once done, it means we can not do it again for a while :)
– S
For old logs, I've provided a solution for fixing the styles here.