Files
Bubberstation/code/datums/components
carlarctg 3aef9bd905 Added more slapcraft recipes, improved its component, fixed base cowboy hat type (#78854)
## About The Pull Request

Added slapcraft recipes for: Pillow suits, pillow helmets, bone and
sinew tailoring/weaponry, pipeguns, ghetto jetpacks, and pneumatic
cannons.

The base type of cowboy hats no longer looks and is named like a bounty
hunter hat, clarifying the recipe for the heroic laser musket.

Fixed an issue where if a slapcraft recipe required more than one
instance of its 'primary' slapcrafting item, it wouldn't show the
additional instance when examining its recipes.

## Why It's Good For The Game

Idk lol 

## Changelog

🆑
qol: Added slapcraft recipes for: Pillow suits, pillow helmets, bone and
sinew tailoring/weaponry, pipeguns, ghetto jetpacks, and pneumatic
cannons.
code: The base type of cowboy hats no longer looks and is named like a
bounty hunter hat, clarifying the recipe for the heroic laser musket.
They need cowboy hats not bounty hats.
fix: Fixed an issue where if a slapcraft recipe required more than one
instance of its 'primary' slapcrafting item, it wouldn't show the
additional instance when examining its recipes.
/🆑
2023-10-18 13:55:39 +13:00
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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