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* Makes lizard wine (and some other crafting menu drink recipe drinks) produce their intended reagents (#80874) ## About The Pull Request Crafting recipes now have an arg that decides if crafting results will retain their starting reagents, or have ingredient reagents transferred into them. So, previously, crafting a specialty drink (lizard wine, candycorn liquor) from the crafting menu would immediately empty the new bottle's reagents and replace it with the ethanol used in the recipe. Now, recipes can be prevented from modifying their result's reagents by setting unique_reagents to TRUE (False by default. I don't know what recipes really use this functionality but I wanted to preserve it for everything but the drink recipes it interferes with.) Bonus: This changelog entry I found from 3 years ago, apparently fixing this same issue.  ## Why It's Good For The Game Closes #80870. Makes some more reagents accessible again. ## Changelog 🆑 Rhials fix: Specialty drinks crafted in the crafting menu will now create the intended reagents, instead of containing the reagents used to craft it. /🆑 * Makes lizard wine (and some other crafting menu drink recipe drinks) produce their intended reagents --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
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.