home.social

#moo — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #moo, aggregated by home.social.

  1. Tried out #Evennia with some friends yesterday - it's a popular #MUD / #MOO / #MUCK / etc construction set - we bounced around the tutorial world a bit and tried creating objects / rooms to play around with it. Seemed like an OK starting point but I wished it was more "opinionated" - there's a lot of class inheritance and Python needed to add functionality, which the authors assume you'd want to customize for your game in ways they couldn't predict.

    But, idk, I wish that either it took some firmer stances on things (e.g. why am I allowed to teleport into another player's inventory? yes, "any Object can be a container for more Objects" is a theoretical design idea, but cmon really?) - OR - I wish it shipped with more "batteries". Would have been nice to have e.g. a stock object with a "use" verb that fires a canned phrase, instead of having to code that. Or one that teleports you, or a "clothes" you can "wear", and so on.

  2. Tried out #Evennia with some friends yesterday - it's a popular #MUD / #MOO / #MUCK / etc construction set - we bounced around the tutorial world a bit and tried creating objects / rooms to play around with it. Seemed like an OK starting point but I wished it was more "opinionated" - there's a lot of class inheritance and Python needed to add functionality, which the authors assume you'd want to customize for your game in ways they couldn't predict.

    But, idk, I wish that either it took some firmer stances on things (e.g. why am I allowed to teleport into another player's inventory? yes, "any Object can be a container for more Objects" is a theoretical design idea, but cmon really?) - OR - I wish it shipped with more "batteries". Would have been nice to have e.g. a stock object with a "use" verb that fires a canned phrase, instead of having to code that. Or one that teleports you, or a "clothes" you can "wear", and so on.

  3. Tried out #Evennia with some friends yesterday - it's a popular #MUD / #MOO / #MUCK / etc construction set - we bounced around the tutorial world a bit and tried creating objects / rooms to play around with it. Seemed like an OK starting point but I wished it was more "opinionated" - there's a lot of class inheritance and Python needed to add functionality, which the authors assume you'd want to customize for your game in ways they couldn't predict.

    But, idk, I wish that either it took some firmer stances on things (e.g. why am I allowed to teleport into another player's inventory? yes, "any Object can be a container for more Objects" is a theoretical design idea, but cmon really?) - OR - I wish it shipped with more "batteries". Would have been nice to have e.g. a stock object with a "use" verb that fires a canned phrase, instead of having to code that. Or one that teleports you, or a "clothes" you can "wear", and so on.

  4. Tried out #Evennia with some friends yesterday - it's a popular #MUD / #MOO / #MUCK / etc construction set - we bounced around the tutorial world a bit and tried creating objects / rooms to play around with it. Seemed like an OK starting point but I wished it was more "opinionated" - there's a lot of class inheritance and Python needed to add functionality, which the authors assume you'd want to customize for your game in ways they couldn't predict.

    But, idk, I wish that either it took some firmer stances on things (e.g. why am I allowed to teleport into another player's inventory? yes, "any Object can be a container for more Objects" is a theoretical design idea, but cmon really?) - OR - I wish it shipped with more "batteries". Would have been nice to have e.g. a stock object with a "use" verb that fires a canned phrase, instead of having to code that. Or one that teleports you, or a "clothes" you can "wear", and so on.

  5. @baardhaveland it sounds as good an idea as prohibition was in 1919. soon we will have the os installing speakeasy. i'd call it cattle verification.

    #moo

  6. @baardhaveland it sounds as good an idea as prohibition was in 1919. soon we will have the os installing speakeasy. i'd call it cattle verification.

    #moo

  7. @baardhaveland it sounds as good an idea as prohibition was in 1919. soon we will have the os installing speakeasy. i'd call it cattle verification.

    #moo

  8. @baardhaveland it sounds as good an idea as prohibition was in 1919. soon we will have the os installing speakeasy. i'd call it cattle verification.

    #moo

  9. @baardhaveland it sounds as good an idea as prohibition was in 1919. soon we will have the os installing speakeasy. i'd call it cattle verification.

    #moo

  10. after a lot of digging, TIL that the original programmer of MOO was Stephen White, a canadian who was a student at the U of Waterloo in ontario at the time. he also wrote TinyMUCK (a descendent of TinyMUD) in the same period, but it’s not clear to me how much overlap there was between those codebases.

    edit: in case you’re unfamiliar with MOOs, MUCKs, MUSHes: en.wikipedia.org/wiki/MOO

    his AlphaMOO was then picked up by Pavel Curtis at Xerox PARC and rewritten into (beta, and then) LambdaMOO. everyone remembers Curtis’s contributions but I never see White mentioned.

    what I find fascinating about this is that on the basis of pure code and design, MOOs and MUCKs are generally written with an eye for social interaction, creative expression, society-building and cooperation. compare that with the many descendents of MUDs which prioritize PvP and PvE combat/killing over all else.

    the canadian connection is fascinating to me, because i don’t think this is accidental. there’s an implicit value shift in virtual world design at the code level. sure, people *can* build combat modules for MOOs and MUCKs, but they were not part of the base loadout.

    when it comes to design, what you leave out is just as loud as what you put in.

    #muck #moo #mud #virtualworld #canada

  11. after a lot of digging, TIL that the original programmer of MOO was Stephen White, a canadian who was a student at the U of Waterloo in ontario at the time. he also wrote TinyMUCK (a descendent of TinyMUD) in the same period, but it’s not clear to me how much overlap there was between those codebases.

    edit: in case you’re unfamiliar with MOOs, MUCKs, MUSHes: en.wikipedia.org/wiki/MOO

    his AlphaMOO was then picked up by Pavel Curtis at Xerox PARC and rewritten into (beta, and then) LambdaMOO. everyone remembers Curtis’s contributions but I never see White mentioned.

    what I find fascinating about this is that on the basis of pure code and design, MOOs and MUCKs are generally written with an eye for social interaction, creative expression, society-building and cooperation. compare that with the many descendents of MUDs which prioritize PvP and PvE combat/killing over all else.

    the canadian connection is fascinating to me, because i don’t think this is accidental. there’s an implicit value shift in virtual world design at the code level. sure, people *can* build combat modules for MOOs and MUCKs, but they were not part of the base loadout.

    when it comes to design, what you leave out is just as loud as what you put in.

    #muck #moo #mud #virtualworld #canada

  12. after a lot of digging, TIL that the original programmer of MOO was Stephen White, a canadian who was a student at the U of Waterloo in ontario at the time. he also wrote TinyMUCK (a descendent of TinyMUD) in the same period, but it’s not clear to me how much overlap there was between those codebases.

    edit: in case you’re unfamiliar with MOOs, MUCKs, MUSHes: en.wikipedia.org/wiki/MOO

    his AlphaMOO was then picked up by Pavel Curtis at Xerox PARC and rewritten into (beta, and then) LambdaMOO. everyone remembers Curtis’s contributions but I never see White mentioned.

    what I find fascinating about this is that on the basis of pure code and design, MOOs and MUCKs are generally written with an eye for social interaction, creative expression, society-building and cooperation. compare that with the many descendents of MUDs which prioritize PvP and PvE combat/killing over all else.

    the canadian connection is fascinating to me, because i don’t think this is accidental. there’s an implicit value shift in virtual world design at the code level. sure, people *can* build combat modules for MOOs and MUCKs, but they were not part of the base loadout.

    when it comes to design, what you leave out is just as loud as what you put in.

    #muck #moo #mud #virtualworld #canada

  13. after a lot of digging, TIL that the original programmer of MOO was Stephen White, a canadian who was a student at the U of Waterloo in ontario at the time. he also wrote TinyMUCK (a descendent of TinyMUD) in the same period, but it’s not clear to me how much overlap there was between those codebases.

    edit: in case you’re unfamiliar with MOOs, MUCKs, MUSHes: en.wikipedia.org/wiki/MOO

    his AlphaMOO was then picked up by Pavel Curtis at Xerox PARC and rewritten into (beta, and then) LambdaMOO. everyone remembers Curtis’s contributions but I never see White mentioned.

    what I find fascinating about this is that on the basis of pure code and design, MOOs and MUCKs are generally written with an eye for social interaction, creative expression, society-building and cooperation. compare that with the many descendents of MUDs which prioritize PvP and PvE combat/killing over all else.

    the canadian connection is fascinating to me, because i don’t think this is accidental. there’s an implicit value shift in virtual world design at the code level. sure, people *can* build combat modules for MOOs and MUCKs, but they were not part of the base loadout.

    when it comes to design, what you leave out is just as loud as what you put in.

    #muck #moo #mud #virtualworld #canada

  14. after a lot of digging, TIL that the original programmer of MOO was Stephen White, a canadian who was a student at the U of Waterloo in ontario at the time. he also wrote TinyMUCK (a descendent of TinyMUD) in the same period, but it’s not clear to me how much overlap there was between those codebases.

    edit: in case you’re unfamiliar with MOOs, MUCKs, MUSHes: en.wikipedia.org/wiki/MOO

    his AlphaMOO was then picked up by Pavel Curtis at Xerox PARC and rewritten into (beta, and then) LambdaMOO. everyone remembers Curtis’s contributions but I never see White mentioned.

    what I find fascinating about this is that on the basis of pure code and design, MOOs and MUCKs are generally written with an eye for social interaction, creative expression, society-building and cooperation. compare that with the many descendents of MUDs which prioritize PvP and PvE combat/killing over all else.

    the canadian connection is fascinating to me, because i don’t think this is accidental. there’s an implicit value shift in virtual world design at the code level. sure, people *can* build combat modules for MOOs and MUCKs, but they were not part of the base loadout.

    when it comes to design, what you leave out is just as loud as what you put in.

    #muck #moo #mud #virtualworld #canada

  15. today’s research is a book of collected articles about MOOs. 25 years after the public virtual world boom, it’s refreshing finding that so much good research was done before it all collapsed in the late 2000s

    #mud #moo #mush #virtualworld

  16. today’s research is a book of collected articles about MOOs. 25 years after the public virtual world boom, it’s refreshing finding that so much good research was done before it all collapsed in the late 2000s

    #mud #moo #mush #virtualworld

  17. today’s research is a book of collected articles about MOOs. 25 years after the public virtual world boom, it’s refreshing finding that so much good research was done before it all collapsed in the late 2000s

    #mud #moo #mush #virtualworld

  18. today’s research is a book of collected articles about MOOs. 25 years after the public virtual world boom, it’s refreshing finding that so much good research was done before it all collapsed in the late 2000s

    #mud #moo #mush #virtualworld

  19. today’s research is a book of collected articles about MOOs. 25 years after the public virtual world boom, it’s refreshing finding that so much good research was done before it all collapsed in the late 2000s

    #mud #moo #mush #virtualworld

  20. i've been reading a late-90s book about virtual worlds - some of them VRML-based, many custom 2d and 3d clients, and some MUSHes/MOOs/MUDs

    i came across a scientific MUD i had never heard before, and i'm absolutely blown away by its goals and implementation: NAU Solar System Simulation/SolSys by prof Reed Riner at northern arizona university. it was online from 1990 until at least 2017 (and maybe longer?).

    there is a little information out there on what SolSys was:

    "The Solar System Simulation, originated at CONTACT VI in 1987, was developed into an intercollegiate curriculum at Northern Arizona University by Reed Riner, as an honors course in Anthropology and Engineering. Since 1990, it has included student teams from many colleges and universities around the globe.

    The teams represent colonies in a simulated future human community in space. For example, Mars Colony is normally manned by NAU and the Cabrillo College team traditionally inhabits the L-5 Colony near Earth. (See L-5 artwork left by Joel Hagen.) Teams communicate via websites, Internet e-mail and a Multiple User Domain (MUD), a text-based, virtual reality program. Students are directed and encouraged by their local faculty advisors and by a board of professional consultants in the social and space sciences."

    contact-conference.org/c03.html

    seriously - a hardcore scientific MUD built around real-life anthropology and space exploration. and entire mud devoted to teaching players how to cooperate in order to accomplish goals together, instead of killing a bunch of shit. how fucking cool is that?

    did anyone here play/use SolSys when it was still alive?

    the urls went dead when prof reed passed away last year, and the university wiped his webspace

    SolSys ran on a modified version of tinyMUD, focused largely on building and communicating. this is its last known homepage:

    web.archive.org/web/2025032812

    dr. riner's obit:
    legacy.com/us/obituaries/azdai

    #mud #moo #virtualWorld #mush

  21. i've been reading a late-90s book about virtual worlds - some of them VRML-based, many custom 2d and 3d clients, and some MUSHes/MOOs/MUDs

    i came across a scientific MUD i had never heard before, and i'm absolutely blown away by its goals and implementation: NAU Solar System Simulation/SolSys by prof Reed Riner at northern arizona university. it was online from 1990 until at least 2017 (and maybe longer?).

    there is a little information out there on what SolSys was:

    "The Solar System Simulation, originated at CONTACT VI in 1987, was developed into an intercollegiate curriculum at Northern Arizona University by Reed Riner, as an honors course in Anthropology and Engineering. Since 1990, it has included student teams from many colleges and universities around the globe.

    The teams represent colonies in a simulated future human community in space. For example, Mars Colony is normally manned by NAU and the Cabrillo College team traditionally inhabits the L-5 Colony near Earth. (See L-5 artwork left by Joel Hagen.) Teams communicate via websites, Internet e-mail and a Multiple User Domain (MUD), a text-based, virtual reality program. Students are directed and encouraged by their local faculty advisors and by a board of professional consultants in the social and space sciences."

    contact-conference.org/c03.html

    seriously - a hardcore scientific MUD built around real-life anthropology and space exploration. and entire mud devoted to teaching players how to cooperate in order to accomplish goals together, instead of killing a bunch of shit. how fucking cool is that?

    did anyone here play/use SolSys when it was still alive?

    the urls went dead when prof reed passed away last year, and the university wiped his webspace

    SolSys ran on a modified version of tinyMUD, focused largely on building and communicating. this is its last known homepage:

    web.archive.org/web/2025032812

    dr. riner's obit:
    legacy.com/us/obituaries/azdai

    #mud #moo #virtualWorld #mush

  22. i've been reading a late-90s book about virtual worlds - some of them VRML-based, many custom 2d and 3d clients, and some MUSHes/MOOs/MUDs

    i came across a scientific MUD i had never heard before, and i'm absolutely blown away by its goals and implementation: NAU Solar System Simulation/SolSys by prof Reed Riner at northern arizona university. it was online from 1990 until at least 2017 (and maybe longer?).

    there is a little information out there on what SolSys was:

    "The Solar System Simulation, originated at CONTACT VI in 1987, was developed into an intercollegiate curriculum at Northern Arizona University by Reed Riner, as an honors course in Anthropology and Engineering. Since 1990, it has included student teams from many colleges and universities around the globe.

    The teams represent colonies in a simulated future human community in space. For example, Mars Colony is normally manned by NAU and the Cabrillo College team traditionally inhabits the L-5 Colony near Earth. (See L-5 artwork left by Joel Hagen.) Teams communicate via websites, Internet e-mail and a Multiple User Domain (MUD), a text-based, virtual reality program. Students are directed and encouraged by their local faculty advisors and by a board of professional consultants in the social and space sciences."

    contact-conference.org/c03.html

    seriously - a hardcore scientific MUD built around real-life anthropology and space exploration. and entire mud devoted to teaching players how to cooperate in order to accomplish goals together, instead of killing a bunch of shit. how fucking cool is that?

    did anyone here play/use SolSys when it was still alive?

    the urls went dead when prof reed passed away last year, and the university wiped his webspace

    SolSys ran on a modified version of tinyMUD, focused largely on building and communicating. this is its last known homepage:

    web.archive.org/web/2025032812

    dr. riner's obit:
    legacy.com/us/obituaries/azdai

    #mud #moo #virtualWorld #mush

  23. i've been reading a late-90s book about virtual worlds - some of them VRML-based, many custom 2d and 3d clients, and some MUSHes/MOOs/MUDs

    i came across a scientific MUD i had never heard before, and i'm absolutely blown away by its goals and implementation: NAU Solar System Simulation/SolSys by prof Reed Riner at northern arizona university. it was online from 1990 until at least 2017 (and maybe longer?).

    there is a little information out there on what SolSys was:

    "The Solar System Simulation, originated at CONTACT VI in 1987, was developed into an intercollegiate curriculum at Northern Arizona University by Reed Riner, as an honors course in Anthropology and Engineering. Since 1990, it has included student teams from many colleges and universities around the globe.

    The teams represent colonies in a simulated future human community in space. For example, Mars Colony is normally manned by NAU and the Cabrillo College team traditionally inhabits the L-5 Colony near Earth. (See L-5 artwork left by Joel Hagen.) Teams communicate via websites, Internet e-mail and a Multiple User Domain (MUD), a text-based, virtual reality program. Students are directed and encouraged by their local faculty advisors and by a board of professional consultants in the social and space sciences."

    contact-conference.org/c03.html

    seriously - a hardcore scientific MUD built around real-life anthropology and space exploration. and entire mud devoted to teaching players how to cooperate in order to accomplish goals together, instead of killing a bunch of shit. how fucking cool is that?

    did anyone here play/use SolSys when it was still alive?

    the urls went dead when prof reed passed away last year, and the university wiped his webspace

    SolSys ran on a modified version of tinyMUD, focused largely on building and communicating. this is its last known homepage:

    web.archive.org/web/2025032812

    dr. riner's obit:
    legacy.com/us/obituaries/azdai

    #mud #moo #virtualWorld #mush

  24. i've been reading a late-90s book about virtual worlds - some of them VRML-based, many custom 2d and 3d clients, and some MUSHes/MOOs/MUDs

    i came across a scientific MUD i had never heard before, and i'm absolutely blown away by its goals and implementation: NAU Solar System Simulation/SolSys by prof Reed Riner at northern arizona university. it was online from 1990 until at least 2017 (and maybe longer?).

    there is a little information out there on what SolSys was:

    "The Solar System Simulation, originated at CONTACT VI in 1987, was developed into an intercollegiate curriculum at Northern Arizona University by Reed Riner, as an honors course in Anthropology and Engineering. Since 1990, it has included student teams from many colleges and universities around the globe.

    The teams represent colonies in a simulated future human community in space. For example, Mars Colony is normally manned by NAU and the Cabrillo College team traditionally inhabits the L-5 Colony near Earth. (See L-5 artwork left by Joel Hagen.) Teams communicate via websites, Internet e-mail and a Multiple User Domain (MUD), a text-based, virtual reality program. Students are directed and encouraged by their local faculty advisors and by a board of professional consultants in the social and space sciences."

    contact-conference.org/c03.html

    seriously - a hardcore scientific MUD built around real-life anthropology and space exploration. and entire mud devoted to teaching players how to cooperate in order to accomplish goals together, instead of killing a bunch of shit. how fucking cool is that?

    did anyone here play/use SolSys when it was still alive?

    the urls went dead when prof reed passed away last year, and the university wiped his webspace

    SolSys ran on a modified version of tinyMUD, focused largely on building and communicating. this is its last known homepage:

    web.archive.org/web/2025032812

    dr. riner's obit:
    legacy.com/us/obituaries/azdai

    #mud #moo #virtualWorld #mush