BVNW MOO
BVNW MOO is a social MOO designed my myself and some friends which aims to recreate Blue Valley Northwest Highschool in virtual space. It was originally hosted by Peter Gaughan until the ancient server he was using caught fire. Unfortunately, all the data was lost. Since then about half of the school has been reconstructed but it is missing many important rooms, most of the objects and all of the bots.
The MOO is hosted with the LambdaMOO software and is built off a stock Lambdacore. There are a number of guest accounts available, and registration is completely open. Hardly anyone plays with this anymore, but there are some interesting objects to interact with.
How to Connect
Connecting is easy: simply use Telnet to connect to nwserver.ath.cx on port 8888.
However, connecting via Telnet leaves a lot of features to be desired (not least of which is a working backspace key). An excellent alternative is a MOO client. I recommend Pueblo/UE - a good open-source client that works perfectly with BVNW MOO.
How to Develop
If you want to develop, the first thing you will need is programmer access for your registered username. Use the Contact page to send me an email and I'll see about granting it. (The original MOO included a 'programmer test' designed by Peter which would grant programmer status when you proved your coding abilities, but that has gone up in smoke so to speak.)
Users may find the following programming links useful. However, some of these tutorials refer to THE LambdaMOO at lambda.moo.mud.org, which has a lot of language extensions not implemented here. Features like "smell (object)", "taste (object)", a $furniture generic class, etc. have simply not been added to the base LambdaCore used here.
There are a few BVNW MOO extensions that programmers may find relevant, however.
- All $things have a "worn" property. It defaults to -1, meaning the object is not a wearable. If you'd like to make it wearable (e.g. a shirt or something), simply @set object.worn to 0. Now you can "wear" your object, or "unwear" it to remove it.
- Rooms automatically tack on an Obvious Exits segment that shows every exit linked from this room. If you want to make a non-obvious exit you'll have to teleport the player using a verb. The command is "player.moveto(object);" (e.g. the parking lot is '#62'). Check out the snowglobe in the Principal's Office or the cookie in the Cooking Room for more information.
- Quota is currently 50k... not enough to do anything decent. I plan to up it as soon as I discover how.