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Bubberstation/code/datums/components
mcbalaam ab1136909c Improves the ore silo UI (#92460)
## About The Pull Request

Improves the ore silo UI, continuing
https://github.com/tgstation/tgstation/pull/91142

Before:

<img width="760" height="336" alt="image"
src="https://github.com/user-attachments/assets/06c2f628-ea05-49be-88ed-9947ffc55254"
/>

After:

<img width="626" height="604" alt="image"
src="https://github.com/user-attachments/assets/d6a501be-425f-44ba-b75a-c238e20b06fe"
/>

All sources of silo material withdrawal are now consistent with naming
to get properly color coded, which helps with looking for stuff.

## Why It's Good For The Game

Better UI readability, more consistent logs

## Changelog


🆑
qol: Color coded and consistent material silo logs
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-09-02 18:55:12 -07:00
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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 its 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