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Combat Color Options
I can't see shit in here!

I'm a huge fan of how I can change the SIC color text, due to the fact that I now have issues seeing darker colors. However, unless I'm at a fill sized screen with high brightness, that means combat is incredibly hard to even see on the moo for me due to its dark color.

Maybe '@options combat' could have a color option, and could steal it from the SIC options?

For clarification - it's the contrast that seems to be an issue.
Additionally I wouldn't mind if the colors were not just like SIC in which it's just shades of red, but like how you can change colors of objects in a room or people's names, to further differentiate combat and sic messages using the same colors, so you know 100% when purple, yellow or blue text happens shit's getting real
Short term fix as I don't know that we will change this currently:

Are you using the webclient? If you log into the client itself there is an options area where you can change the color scheme entirely.

If you are using a MUD client, it should have the ability to overwrite the default colors and change them, so you could change the red of combat to a different color entirely.

I was under the impression doing that was against the rules, making highlights and such
I have a dramatically different visual set up compared to the webclient that I consider a vastly better experience for reading huge volumes of text going past quickly. I wish I could share my set up but Johnny tends to be very particular about what he allows.

In general terms I really recommend thicker fonts (Roboto Mono semi-bold and Fixedsys Excelsior are both really excellent options, and the latter is mega-themely) and a slightly warmer background when it comes to displaying red text. I have a variant of Gruvbox that I named Gruvbox Nostromo that I use for Sindome and find extremely good for high volume reading:

"name": "Gruvbox Nostromo",

"background": "#282828",

"black": "#282828",

"blue": "#458588",

"brightBlack": "#928374",

"brightBlue": "#83A598",

"brightCyan": "#8FBF7F",

"brightGreen": "#B8BA37",

"brightPurple": "#D3869B",

"brightRed": "#F84B3C",

"brightWhite": "#EBDAB4",

"brightYellow": "#F9BC41",

"cursorColor": "#EA6962",

"cyan": "#689D6A",

"foreground": "#D5C4A1",

"green": "#98971A",

"purple": "#B16286",

"red": "#D65D0E",

"selectionBackground": "#3C3836",

"white": "#A89984",

"yellow": "#D79921"

That's in JSON but you can find Gruvbox schemes for just about every client and terminal in existence with a bit of searching around.

It's not related to the text colour which I agree is hard to parse and is easier when modified, but I will just use this as a chance to plug:

@access COMBAT_LABELS is enabled

Which is a considerable help when it comes to quickly getting a read on what that paragraph of text meant.

+1 for @0x1mm's recommendation for COMBAT_LABELS

While not wanting to be biased against those of us with sight challenges, my understanding is that everything is intentionally meant to "bleed" together. The SIC network. The combat text. Even the sector labels. It's visceral. It's evocative.

Keeping in the spirit of making the game accessible as the OP asked for, I'm going to ask / suggest that if a compensation is made that it applies uniformly.

For example, the specific option was to make the combat text BRIGHTER because the OP is having challenges seeing the darker colors.

If the decision is made to make the combat text brighter, via a filter option for example. If combat text is brighter, then make ALL of the text brighter. Keep the spirit / themeliness of everything bleeding together in the visual field.

If it's meant to bleed together though, make it so that SIC color applies to combat color as well, since it's the same by default.
Johnny can want players to experience that and try to enforce it but if it takes five minutes to set up a client where someone has a far superior visual experience, and therefore ultimately gameplay experience, I think it just creates a weird situation where webclient users are at a disadvantage compared to not using the webclient at all.

Which I would personally consider to be true now.

As long as the webclient is trying to enforce a visual experience in a genre that leaves that mostly up to the end user to customize to their preference, people playing the 'intended' way and to their preference are going to end up with different outcomes.

Sindome's default colour selection is just, I'm sorry to say it but, horrible and Source Code Pro is not a good typeface for prose text. I hope we can eventually move away from this policy where one poor visual experience is trying to be enforced across all players because Sindome could look way better and more modern, and play better as a result, with just a little tweaking.

Opinion of one here.

I intentionally tossed my M* client and started using the web client for the same reason that I enjoy 8-bit video games.

It is all part of the developer's intended experience.

IMO - It's yet another flavor of "playing to lose". I'm not going to optimize the heck out of my setup to get advantage over other players. (Disclaimer , I did increase my web browser zoom to 200% so that my old eyes can see the text.)

Sure, you have that option but I see the intended experience as bad and not one that is in tune with how the game is played. Johnny has (almost) never played Sindome and things he chooses to try to enforce are in my opinion divorced from practicality of that play.

If someone gains a significant advantage in clarity or legibility or volume text processing with changes to colouring, highlights, text division and formatting, and even just referring to those modifications, let alone sharing them, is prohibited, you just create a bizarre unspoken situation where some players are having a lot easier time than others.

The prohibitions on any text modification should be really lifted and let players share their client settings with one another openly and then everyone, especially players with visual processing issues, can have a great experience overall.

Well look at you with your fancy LiteTerms and in-line text options. =P

Joking aside, I agree with you in principle. There should be a repository of client configs and step by step guides on how to get them setup. Because, just as people have sight challenges, other people have tech challenges. It wouldn't be fair to disadvantage players who don't have the tech know how to install custom client software and tweak it.

Flying, robotics, combat, surveillance, and roleplaying in extremely active rooms are the areas where I find especially you see a practical difference where webclient users have a harder time. It is kind of a cliche that webclient users freeze up in combat when the SIC chatter is very high because they're just being overwhelmed with walls of murky red text.

This is not to say the original topic isn't a good idea, I just wish instead of looking for systems changes from developers of the game for this I could just say: "Here's my entire custom client configuration that I found makes this much easier, have fun!"

I actually think the webclient looks much better than mudlet or other such things. Part of why I stick around Sindome is 'cause I find the webclient so smooth and modern compared to how off-web clients look clunky and old-fashioned, but maybe that's 'cause I didn't tweak mine.

I feel like the font isn't all that great though but I can never decide which of the options is better. And I wish there was a lighter color option for SIC that wasn't too bright or pink, because I like the dark red theme, though it could be easier to view when I put away my glasses for a bit. I'm not really visually impaired, a bit short sighted, though it does make a difference.