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## 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. /🆑
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.