Files
RoxyandGitHub ccc21d1f30 Lets you wrench plumbing machines on ducts/machinery again (#5577)
## About The Pull Request
TG changed the behavior of the plumbing machinery to not allow it
anymore, much to the chagrin of chem players.
## Why It's Good For The Game
Lets chem players use the setups they have been using, nice and compact.
I have been requested by Several Chem Players to restore it to the old
behavior.
## Proof Of Testing
<img width="216" height="224" alt="afbeelding"
src="https://github.com/user-attachments/assets/6abc548a-a84e-444b-8742-9222afa18161"
/>
<img width="344" height="76" alt="afbeelding"
src="https://github.com/user-attachments/assets/35875eb2-ab37-4a7a-8161-0246146d65cb"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
balance: You can once more place chemistry machines on
ducts/manifolds/etc
/🆑
2026-05-16 20:28:16 -07:00
..
2026-02-17 15:38:34 +01:00
2025-10-02 18:15:25 +02:00
2025-12-20 12:33:10 -05:00
2026-02-02 00:51:17 -05:00
2025-09-07 09:24:34 +02:00
2025-10-07 20:28:59 +02:00
2025-12-28 19:57:42 +01:00

Datum Component System (DCS)

Concept

Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward its arguments with a SendSignal() call. Now every component that want's to can also know about this happening.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm