This actually looks really cool, I'll check it out.
Out of curiosity, I see a bunch of the extension protocols, but why did you choose to leave off MCCP? Or was that just a choice.
I'm also curious if you've considered other network connection tyipes. For example, SSL.
Thanks,
Hey, KJ! Thanks for the reply!
And that's a good question. The answer is, I spent decades wrestling with C and hacking the LambdaMOO server. It was like pulling teeth adding features to such an antiquated architecture in a language I didn't know well. I wanted to be able to add features, bring a MOO engine into the 21st century and actively develop the engine as I built my own game, and there was no way I could do any of that by clinging to C and the MOO language. And since I know Python that's the route I went. I love the MOO paradigm, but the LambdaMOO engine was an anchor around my neck. Porting the MOO language on top of a Python server made zero sense when writing.verbs in Python gives you almost all the functionality of the MOO language, all the speed and power of a modern scripting language and all the modern amenities that come with Python, and whatever MOO functionality doesn't come in the Python stdlib you can write yourself in minutes. The truth is, if there's existing LambaMOO code you want to use in MegaMOO, feed it to your AI of choice and have it port the MOO code to Python. We built a custom core back in the early 90's and I ported most of it to MegaMOO and the base db in a couple days. If you have a game you'd like to run in MegaMOO, you could probably move it over in a week or two of lazy work. I'm a Python coder but a coupli of the cool things about MM, at least to me, is that it's a drop and go install with a heck of lot more to start with than LambaCore and minimal.db gave you, including a full world-building suite and extensive documentation in the published guide and well-code comments. I actually built a whole MOO platform on top of Evennia but it lacked prototypal inheritance and stuff at the guts of a real MOO, so I built my own. MM has a built-in MCP server, so with an AI assistant you don't even need to know much Python to develop a full-blown game in MM. I get why you ask the question, but dragging the MOO language along with my Python server made zero sense, especially when porting MOO code is so trivial. "Installing" MegaMOO costs nothing, and I'm not talking about money. Download the engine, type a couple of lines into your machine's CLI and you're ready to log in. The Getting Started section of the guide walks you through it, and I'm more than willing to help. Please give it a look and leaf through the guide on GitHub. It'll take ya maybe an hour. :)
On Monday, August 3, 2026 at 6:51:02 PM UTC-4 KJ wrote:
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Ty Littlefield (he/him/his)
Sorry, one other question from reading the github. also just some quick notes:
If I use help after creating a new character, I have a ton of commands but some of them don't register as commands (@s) for example.
There's also stuff like _hits as commands. If I use that, I get this bug:
Error: Permission denied: cannot create 'tickers' on #1
I'm also confused by the example verbs on the README. This looks heavily vibecoded, specifically because AI loves to write getattr on everything. So the example uses getattr on player to get roundtime, then getattr on position. Is there a reason player wouldn't have a roundtime prop or a position prop? Getattr can be kind of slow, but this also just makes for really difficult code to read if it's for every property on player.
Thanks,
Hey, KJ! Thanks for the reply!
And that's a good question. The answer is, I spent decades wrestling with C and hacking the LambdaMOO server. It was like pulling teeth adding features to such an antiquated architecture in a language I didn't know well. I wanted to be able to add features, bring a MOO engine into the 21st century and actively develop the engine as I built my own game, and there was no way I could do any of that by clinging to C and the MOO language. And since I know Python that's the route I went. I love the MOO paradigm, but the LambdaMOO engine was an anchor around my neck. Porting the MOO language on top of a Python server made zero sense when writing.verbs in Python gives you almost all the functionality of the MOO language, all the speed and power of a modern scripting language and all the modern amenities that come with Python, and whatever MOO functionality doesn't come in the Python stdlib you can write yourself in minutes. The truth is, if there's existing LambaMOO code you want to use in MegaMOO, feed it to your AI of choice and have it port the MOO code to Python. We built a custom core back in the early 90's and I ported most of it to MegaMOO and the base db in a couple days. If you have a game you'd like to run in MegaMOO, you could probably move it over in a week or two of lazy work. I'm a Python coder but a coupli of the cool things about MM, at least to me, is that it's a drop and go install with a heck of lot more to start with than LambaCore and minimal.db gave you, including a full world-building suite and extensive documentation in the published guide and well-code comments. I actually built a whole MOO platform on top of Evennia but it lacked prototypal inheritance and stuff at the guts of a real MOO, so I built my own. MM has a built-in MCP server, so with an AI assistant you don't even need to know much Python to develop a full-blown game in MM. I get why you ask the question, but dragging the MOO language along with my Python server made zero sense, especially when porting MOO code is so trivial. "Installing" MegaMOO costs nothing, and I'm not talking about money. Download the engine, type a couple of lines into your machine's CLI and you're ready to log in. The Getting Started section of the guide walks you through it, and I'm more than willing to help. Please give it a look and leaf through the guide on GitHub. It'll take ya maybe an hour. :)
On Monday, August 3, 2026 at 6:51:02 PM UTC-4 KJ wrote:
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Honestly, I don't find the server all that hard to work in. I added a lot of stuff to toaststunt, some (most) experimental. Overall though, it's not all that slow in comparison to most interpreted languages. There are some things I wish it did better, like store the bytecode in memory and just recompile the changes rather than unparse and reparse the compiled code.
I would also argue that telnet isn't the factor or the issue. You could very easily create a JSON-driven listening point over MOO if you wanted. Put that behind an ssl proxy and you now have yourself JSON over ssl feeding into a moo.
As old as it is, it's aged rather well and would do amazingly in a lot of projects. I think also with a bit of rethinking, some of the more frustrating features could be rewritten. This is something you'll struggle with in a 1:1 port to Java, Lisp, Rust, or whatever else language someone thinks MOO's recoding will be best in.
Ty Littlefield (he/him/his)
To view this discussion visit https://groups.google.com/d/msgid/MOO-talk/d1ad93a5-c3c2-4e34-9877-e3b7e531e2a6%40111george.com.