Files
Bubberstation/code/controllers/subsystem/networks
Joshua Kidder 9494021f16 [NO GBP] Silo logging hotfix 2 (includes hotfix 1): Multitool linking, decon/recon, funky define fix (#92349)
## About The Pull Request
Includes #92346

Additionally, fixes a non-pattern define that would fling the silo
logging formatting off its spinwheel when it would recursively jsonify
the logs.

Adds an id_read_failure for disassembling ore silos logging all their
dropped materials.

## Why It's Good For The Game
Hotfixes for a PR

## Changelog
🆑 Bisar
fix: Ore silos should be able to be connected/disconnected/disassembled
without any issues now.
fix: The define for CENTCOM_SPECOPS was incorrectly formatted; it has
been fixed.
/🆑
2025-07-30 17:37:43 -04:00
..

Networks: Subsystems that are conceptually networked IN-GAME

Specifically, these subsystems are for in-game mechanics that are intended to rely on a digital/radio/physical network, such as telecomms servers or the powernet

The intent of this folder categorization is to be able to quickly reference what are intended to be in-game networks, vs what is logically networked inside the code.

Knowing what is meant to be conceptually working off of an in-game network serves as guidance for adding or modifying features or fixing oversights and/or bugs.

For instance, the radio jammer only affecting headsets and suit sensors could benefit from a shorthand awareness of other systems that are represented as a network, such as research. Using the radio jammer near a server or fabricator could cause it to sever its link to the supply silo or the research web. This example is presented only as such, and not a recommendation on any new features or balance changes.