Files
Bubberstation/code/datums/components
Iamgoofball 25d4afc869 Retires explosive lance crafting to a nice farm upstate where it has plenty of room to run around (#71256)
## About The Pull Request

You can no longer craft explosive lances.

## Why It's Good For The Game

Explosive lances are unhealthy for the game in it's current iteration.
Many years ago when the game was more loose and we weren't dealing with
players who treat the game like competitive TTT or Town of Salem,

They are a one shot kill weapon, which is the most powerful kind of
weapon in every gamemode. @JohnFulpWillard likened it to 1f1, a concept
from Town of Salem players where the town trades 1 person for 1 bad guy.

Modern ss13 design includes a significantly heavier load of antagonists
that aren't fixed roundstart compared to when the e-lance went in.

When we added the e-lance, if nuke ops spawned, that was it, there was
nuke ops, if you e-lanced the nuke ops and died you were dead until the
next round.

Nowadays you're rolling for lone operative, blob, wizard, disease,
revenant, and every other fun enjoyable antagonist role under the sun.

I can e-lance a nuke op/cultist/traitor/revolutionary/any bad guy in the
game as a non-antag assistant, die, and have a good chance to roll
another, way more fun antag in deadchat.

My change to make the e-lance a proper "we both die" tool didn't
actually help because I didn't quite realize that to the modern SS13
player because of how we designed Dynamic and antagonists in the modern
era, death is, frankly, not a punishment anymore.

It's time we admit the facts, items designed in 2015 SS13 in #12389
simply don't hold up in a healthy manner in 2022 SS13. Dying in SS13 in
2015 was a significantly different experience with different
consequences than it has now, and right now "kills you when you use it"
is not the same massive downside it was 7-8 years ago.

## Changelog
🆑
del: You can no longer craft explosive lances.
/🆑
2022-11-15 10:07:50 +13:00
..
2022-11-07 16:22:37 -08:00
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2022-08-05 09:32:02 +12:00

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 it's 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