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- adrognik 12m
- Acupa 4s
- PainFeeler 9s
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- Mikael 2s A soul cant be cut.
a Mench 56m Doing a bit of everything.
- zxq 24m Tools: https://ansicolortool.neocities.org
- Vanashis 1h
- Balreskan 16m
- Hivemind 2m
- whatislove 9s
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- Sivartas 17s
And 21 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[April '26] Improvements & Bug Fixes
Rolling llist of updates from April 2026

ART IN PHOTOS OF ROOMS

Moving forward, the details of art in photos of room will properly deal with the colors on those art objects instead of doing weird property not found stuff. This is not retroactive for photos already taken.

DISPATCHER AIDE REQUESTS FOR INDIVIDUALS

These were not working for individual faction members that were in a room by themselves. This was the result of a change I made a while back to prevent aide request chains where someone requests aide, their backup arrives, attacks, requests aide, more backup comes, attacks, requests aide…

But I never intended for individual faction members to not request backup so I've added a more robust system to hopefully handle this better. The end result is that individuals will now request aide via sic/shout even if they are alone.

TAMIYA STATION DESC UPDATED

It was saying this was void of life, which is silly, it's the mix. I've updated the description to be more in keeping with the high population of the city.

Spiked Stuff

There was a Trace-Back happening when you used the last of something that was spiked. This no longer happens.

SPENDING UE AFTER DYING

I've made it so that after you die, your UE spending cap for the day resets, so if you had already spent up to your max for the day and then died, you'll be able to spend again.

TYPO IN SWORD MISS MESSAGES

Fixed a typo 'slighlty' -> 'slightly'.

TAILORED CLOTHING NAME CONFLICTS

Tailored clothing now needs to have a name of at least 3 characters. There were some issues with matching on shorter names.

Cyberware that Extends/Retracts

If your thing was already extended/Retracted then it would tell you that your nailz were already extended, regardless of what it was.

This is fixed. Rejoice.

FAB-REP TOOLBOX

Fixed pronoun subbing on usage error messages.

FIXED EXIT MESSAGE

The exit for entering the Maintenance Yard now has you walking through the open gate instead of climbing over a fence.

BANK TRANSFER NOTIFICATIONS WHILE OOC

You will no longer get bank transfer notifications via cyberware if you are OOC.

PARRY MODS ON NON WEAPONS

Fixed a tb where some items didn't have a prop needed to determine parry mods by adding an inline try catch that defaults the mod to 0 if it is not present.

ARM BLADE CYBER

These were using lhand and rhand, which was weird, as it's just installed in one arm. I updated these to rarm and rhand, which should allow things to be held in the off hand and also worn on the off hand.

The game doesn't have a concept of left or right handedness so I'm not going the extra mile to create a left hand variant of this cyber at this time.

Not 100% sure if this change is backwards compatible, or if existing cyber will hold the old state. You can let me know if you continue to encounter issues.

(Edited by Slither at 9:46 pm on 4/10/2026)

GANGWAY AT NEO

Fixed a poorly implemented gangway exit that people got stuck in, which caused us to put an emergency exit in, which caused people to be able to skip immigration checks. You can now enter the gangway, 'out' to go back to where you entered from, or board a ship if it's connected. No more skipping customs.

SHOP SALES BUG

Fixed an issue where purchased items were not being removed from shelves, causing them to appear as if they could be sold again even though they couldn't.

Pain Editor

The help file for the pain editor, which you can access when you have the cyber, has been updated.

NOT AN ACTUAL HELP FILE.

(Edited by Mench at 4:21 pm on 4/19/2026)

DECKERS -> FINES

Deckers paying fines should BEWARE. The heat generated by this has doubled.

SEARCH IN PRI RECEPTION

Fixed the search TB in PRI reception.

(Edited by Slither at 7:13 am on 4/21/2026)

VOICE MESSAGE AND DRUNKENNESS

I've updated the code that makes you slur your speech when drunk to not impact the voice message *speaking english in a masculine voice*, since this is more OOC than IC.

DEBTS FROM PAST CHARACTERS

There was a possibility that past due loans from past characters would be promoted to bounties on the collections terminal in some cases. It was rare, but it could happen. I've fixed this issue.

CHATTER STREAMS AND COLOR

Color should not get stripped out of the short descriptions for deaths.

TRANSFERRING SHOTGUN SHELLS TO A MAG

if you transfer a shotgun shell to a shotgun mag, the shell will now be recycled instead of leaving an empty shell in your inventory.

BARE CHEST / BARE GROIN -> ATTRACTIVE INCLUDED

The short description branch for being bare chested and bare assed didn't include the attractiveness descriptor. It does now.

MODDED SHORTDESC ADDED TO NAKED PATHS

When naked or close to it, your modded (cyberware) shortdesc will now show up

PUTTING THINGS ON TABLES / IN CONTAINERS NOW REQUIRES HOLD

You must now be holding an item to put it on a table or in a container or into a holster.

This also prevents people putting things into things while cuffed.

EDGE CASE GRAPPLING HOOK TB

Fixed an edge case grappling hook TB where rooftop.shortdesc was not a valid property.

REMOVING STICKERS WITH SOLVENT

- You can now remove stickers on items that are not in your inventory (such as corpses in the room)
- The pronoun subbing on the removal messages has been corrected, it was opposite what it should have been, having you remove the sticker from the solvent instead of the item the solvent was removing the sticker from.

CONVENTION CENTER TAXI LOCATION FIXED

Taxis had the wrong destination for the convention center causing issues with going there and with automated taxi fares.

WELDERS PANTS PROTECT BETTER AGAINST FIRE DAMAGE

Welders pants had a negligible fire protection, I've increased it since these are supposed to protect better from fire.

BOOKS FIT IN BRIEFCASES NOW

Books will now be able to fit into briefcases.

HELP CYBER-DESIGN

Fixed old reference to @design to @finalize-design which is the actual command now.

OOC IN ROOMS WITHIN A ROOM WORKS NOW

If you are in a room within a room like a cell, and you sent an ooc message it would not be seen by those outside the cell in the main room. Your normal speech would work fine though. I've updated it so the OOC messages come through as well.

PHOTOS OF PHOTOS

I've fixed an issue where if you snapped a photo of a photo that was unloaded to disk, the photo would come out without the actual description / photo content.

TAILING IN AEROS

I've fixed (I think) tailing in aeros which was broken in some cases. I'm not 100% sure as it is hard to test. If anyone wants to give it a shot please @bug any issues you see.

SCRIPT TB

Fixed a long standing (since 09/08/2002) bug where we were calling $su:match_players which does not exist, it is actually $su:match_player. Not a common bug but hopefully fixes some random babbleon tbs.

VEHICLE COMBAT PARRY TB

Fixed a TB due to a missing argument in scattering of a list value, causing $combat_vehicle:format_results to fail when an attack was parried and cause a TB.

DOUBLE VOICE MSG ON RADIO TRANSMISSIONS

I believe I've resolved the double voice message, it was adding on transmit and on receive. Now it's just on transmit.

MOPS AND HAND CARTS CANT BE UNHELD

You can pick these up, but you can't put them in your inventory.

CYBER INSTALLS AND DAMAGE LOCATIONS

Cyber installs were picking a random location to attribute the damage from the install to. I've fixed this so it picks a single location from the list of body locations the cyberware is installed into.

CYBER UNINSTALLS AND DAMAGE

Same fix for uninstalls, it'll damage one of the body locations the cyber was installed in, and not a random location.

@VOICE AND BARTENDERS

If you had a word in your voice like @voice me is silk smooth

And you talked to a bartender, and your voice message was sent, they would likely deliver a silk drink in front of you.

I've fixed this by stripping out the voice message from the command parsing for bartenders.

PATCH MATERIAL FAILURE AND CRITICAL FAILURE

I've fixed the messaging on a critical fail during patching a piece of clothing with some material. A crit fail would never RUIN the clothing, it would just cause you to destroy the rest of the material you were using to patch the clothing.

The messaging has been updated to be more explicit.

To be clear, the patch code runs several times, and you might get some of it fixed, then crit fail and lose the reset of the patch material. This should hopefully be clear when the code runs.

STAYING IN COMBAT AFTER A FIGHT IS DONE

There was a situation where we were checking if you had an available action during combat, and if you don't we return, because you don't have an action. This could happen after you neck snapped the final opponent. You'd still be in combat, and the check that has you leave combat, or switch you focus, wouldn't trigger because you didn't have an action. I've moved the action check to after all the other checks so this edge case should hopefully disappear.

SCANNING WITH TERMS SUSPENDS UPDATED

When you scan something with a term, if you entered a command while the term was suspends doing something like checking available memory, you'd get an error when the $cu:read happened.

This is because you can't suspend a task and then call $cu:read reliably. If any input comes from the player during that time, it breaks the read.

I actually knew this, at one point, but forgot, as it doesn't come up much. I've refactored how scans work so the label is requested first and then there are suspends.

E-NOTE LONG FILE NAMES

I've upped the max file name size to 100 characters and added a moo side check that will throw an error if you try to create a file name that is too long.

GOSSIP AND SHROUDS

I've updated the code that allows NPCs to accept rumors so that if you are disguised when you give one, the pose the NPC gives you looks correct: Joe nods at you… instead of Joe nods as you you you.

NAKED & CYBER CONTINUED

Missed one final path that the code could take that would drop cyber when fully naked. Fixed now.

EATING CORPSES WITH CYBER

If you've got a cyber that lets you eat a corpse:

- You'll now get a 'recently eaten something nutritious' @stats
- The message for not getting any healing has been clarified (you only get healing if you are past a certain damage threshold, same way it works at clinics)

KO / REVIVE IN ROOMS WITHIN ROOMS

Rooms within rooms will now broadcast KO/Revive messages to those outside the room. Useful for things like boxing rings where fights are.

WRESTING THINGS WHILE MISSING HANDS

- Check added to require you have at least 1 hand to wrest something 1 handed
- Same check added to require you have at least 2 hands to wrest something 2 handed

LIFTING THINGS

- Added a check when dropping items to remove the LIFT rp info
- Added a check to prevent being able to grapple someone while lifting something
- Added a check to prevent being able to lift something while grappling someone

PEERING AT THINGS WITH THERMOS ON

You'll now just see a mass of thermogrpahic imagery and not the un-thermo'd normal look_self of the item/person.

DISGUISE + NAME CHANGE -> NOW SUPPORTS @TITLE

If you set a disguise name, you can now change your @title. Please be aware, if you have a title already, and you name change, your title will STILL BE SHOWN. Don't blow your cover by not forgetting to change your title.

DISPATCHER NPCS TAKING ACTION BEFORE VISIBLY ENTERING ROOM

I've added a scheduled task to run arrival actions for dispatched NPCs that waits 1 second before the NPCs take action when arriving. This should allow them to visibly show up in the room.

This was most noticeable with NPCs going to bars and ordering a drink or smokes, they'd order before you saw them enter because of the way the code works. Should be fixed now.

JUDGES GETTING INVOLVED IN FIGHTS

Judges make a determination on who to backup if they see two people fighting. One of the inputs was checking who was the aggressor and who the attacker was, these args were reversed so we were choosing to backup the aggressor more often than we should. Fixed.

ROLLING THE WINDOWS UP WHEN SOMEONE IS PULLING YOU OUT OF A VEHICLE

I've made it so if someone is pulling you out of a vehicle through the window, you can't reach the window controls to roll the window up.

However, someone else in the car will still be able to roll them up and break the pull-out.

EISENHOWERS CAN 'RELEASE / FREE' FROM GRAPPLE

Some didn't have the 'release' command white listed so you could grapple but not release. Fixed.

NETWORKING GEAR UPDATE

I fixed an issue with my previous fix where I was validating against an object when i should have been validating against a WAIF. Several of the handheld security scanner commands should now be working properly again. If someone could check this and let me know if you still see issues that would be really helpful.

NAKED COLLAPSING FOR CYBERWARE UPDATE

I had to refactor and clean up how we call the naked_msgs code, but I was able to make it so that when looking at someone their cyberware will remain collapsed if they have two paired cybers with the same design, while at the same time surfacing the full set of cyber messages in your @nakeds so that they don't appear blank like they were as they were getting collapsed.

LOOK PERSON'S BODY PART

So, we allow you to look at specific bodyparts, like 'look Joe's left hand' but this was collapsing nakeds for cyber and such as well. Now it will not collapse them.

DRUG TENDING & BLOWING UP YOUR RIG

There was a TB that was happening when you fuck up badly enough that your drug rig blows up. It was happening because the rig gets recycled after you blow it up but the verb was continuing on. I've made it end after blowing up so the TB shouldn't happen again.

ELEVATOR DOOR / MOVE RACE CONDITION

There was a race condition where you could hit a button for another floor after arriving at the current floor, but before the doors opened (or someone called the elevator at that exact moment) which would cause the elevator to start moving and the doors to also open and let you off on the original floor you landed on.

Fixed.

FIXED TB WITH ROBO WARE EVALUATING DECAY STATE

Fixed a tb when there was no damage to sum up.

SNAPPING PHOTOS OF WHITEBOARDS / DIGITAL WHITE BOARDS

Moving forward (not retroactive) if you take a photo of a whiteboard, the contents will be entries on it will be included in the photo. This will work if you take a photo of the room and then look at the whiteboard in the photo as well.

WHITE SPRAYPAINT

You can now select 'white' as a spraypaint color with the 'press' command.

@ACCESS SETTINGS & RIOT GEAR

These should now carry over to your avatar in Riot Gear.

GRID PROGRAM & DAEMON COMMANDS -> TRIMMING WHITE SPACE

If you program something like '#comment ' or '#endcomment ' or ' #comment' your program will now parse successfully despite the whitespace you added. This should make life a bit easier for y'all deckers. This only applies to commands. No other whitespace is trimmed.

FIXED BUG WITH EDITING ON E-NOTES

Fixed a bug I introduced when I added the file name length limit. Sorry about that! You should be able to edit files again.

TERRA COMP SCANNING

Fixed a bug that was causing TBs on terra comp scanning.

KOTM DEPOSIT

This now uses > instead of >= for amounts up to and including 1,000,000.

CYBER, FLESHRITE & SHORT DESC

- fleshrite cyber will now not contribute to 'modded / bleeding edge' style cyberware scores for short desc.
- fleshrite cyber will no longer be taken into account as part of the appearance score when as it is expected to look just like a normal bodypart / skin tone.
- You should no longer show up with cybernetic eye(s) if they are fleshrite.

SHI TRACKERS & BEACONS

I've updated the code for these trackers:

- no using trackers while OOC
- the failure to locate message is more specific (out of range or no SIC)
- if item you are tracking is in a room that isn't set up with a matrix id you'll see an OOC message about this. this basically means the room isn't configured properly, and we can't track their location as a result
- help tracker (help file on the object) has been updated.
- tracker uses :matrix_id instead of .matrix_id prop, meaning it will inherit the sub_matrix_id automatically.

The last change there should make trackers work much more often than they were, especially because many apartments and buildings use sub matrix ids now.

STANDING IN A ROOM WHILE ALSO SITTING

There is an edge case where people are standing in a room but also sitting. They aren't really sitting but it's like their sit action got desynced and now they are both standing and can leave, but also sitting and will show sitting if they are in the room.

I haven't figured out exactly what is happening here despite years of looking. Still keeping an eye out for the reason.

In the meantime, I've made it so if you are showing as sitting in a room even when you aren't, and you run 'stand' it'll let you stand again, thus clearing the issue.

- Also fixed it so sitting is properly cleared when you shove someone off a roof
- Fixed it so if there is an exception during the sit verb, it clears you from sitters properly

(Edited by Slither at 4:55 pm on 4/26/2026)

TOX POWER SOUTHWESTERN ROOF WEST EDGE FIXED

You can now properly descend from the western edge, without getting an error. The MOO thought there was an internal tox power room below that edge in that coordinate space. Had to convert it to a sub matrix id.

ABANDONED HOTEL EDGES FIXED

- NW edge can be descended from now. The express tube was getting in the way previously.
- SW edge removed, pointed to the express tubes but that's an indoor room

AMBROSIA PHARMA ROOF FIXED

- Fixed roof edges
- Fixed sub matrix additions for airspace needed

GRAPPLING HOOK UPDATE

I've made some changes to how grappling hooks can be secured to rooftops from the ground. One of the biggest complaints was that if there are multiple roofs in a specific direction (seen from 'look up') you have no control over which one is targeted.

Now you do. You can do the following:

secure hook to 1st east roof
secure hook to 2nd east roof

It goes up to 4th, and no further, but I don't think we have anywhere with more than 4 rooftops in one direction.

Before anyone asks, yes, I'll look into doing this for jumping across rooftops as well, but that's for later.

@BUGS UPDATE

I've implemented code on our dev server that allows me to connect an AI agent to it, and have that agent use special MOO commands to investigate bugs, determine if they are legit, already fixed, working as designed, etc. It will then leave a detailed comment readable by admin in our bug tracker, with everything it found.

This dramatically speeds up bug triage, and fixes. Instead of a single bug taking 15-90 minutes on average to fix, I can blast through them, as you've seen over the past couple months when I'm able to sit down and focus on fixing bugs.

This is a huge increase in productivity for me, as often times bug reports are vague, situational, or involve weird edge cases that are not immediately apparent. Having the AI crunch through all of these on the initial triage scan is saving me dozens if not hundreds of hours and is making it actually reasonable for us to get down to 0 bugs at some point in the future.

Currently, we have about 55 bugs submitted each month. I'd say each bug, prior to this AI implementation, was taking 30 minutes to fix. This is probably the average, as some I can fix in minutes, even without AI, and some take several hours to drill into.

That means to keep up with the submitted bugs it would take me about 27.5 hours a month, or 41.25 eight hour work days a year just to review, triage, and fix all the bugs that were submitted.

Depending on the week, I probably have on average 5 hours on the low end and 10 hours on the high end (on average, some weeks I will code for like 60 hours, but that is increasingly rare) to write code on Sindome. That means we are in the hole almost every month, and accumulating bugs and technical debt that it requires me spending time on vacation or days off to really work down.

With this AI agent code I've written, I should be able to keep up with the incoming bugs muuuuuch better, even with the limited time I have available.

All that being said… We are down to 45 bugs total. 18 private, 25 public.

215 bugs have been submitted so far this year, that vast majority are closed. 240+ bugs that were submitted in years past, were also resolved this year.

We are on pace for ~660 bug submissions this year at this rate.

Of the bugs submitted this year, 2 won't fix, 24 dupes, 4 not enough info, 4 cannot reproduce, 4 cannot be fixed, 39 working as designed, the rest are fixed or unresolved, but all the unresolved ones have been reviewed and seem to be real bugs at least on a first and second review of them (one by AI, one by me).

Of these 45 remaining bugs, the vast majority of them are not 'easy' fixes. I've already done one full pass through all of the bugs we had, and any that were straight forward to fix, I have done so.

That does mean that the rest are likely to take longer individually, because they are tricky, and may require major refactors to fix. In some cases, it means learning entire systems that some other developer made, because I need to understand how that system is intended to work. Some examples: security networks, vehicle combat, armor repair, blackjack tables, rigging.

I'll keep at it, and keep y'all informed of the progress.

ARMOR REPAIR WITH MANNEQUIN

If you have a fab rep toolbox on you, it'll pull scrap from there instead of your inventory now. Then fallback to inventory if you don't have a toolbox on you.