diff --git a/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs b/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs index 1b323d6643..e6abe98b95 100644 --- a/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs +++ b/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs @@ -270,6 +270,9 @@ public sealed class AmeControllerSystem : EntitySystem var humanReadableState = controller.Injecting ? "Inject" : "Not inject"; _adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{EntityManager.ToPrettyString(user.Value):player} has set the AME to inject {controller.InjectionAmount} while set to {humanReadableState}"); + /* This needs to be information which an admin is very likely to want to be informed about in order to be an admin alert or have a sound notification. + At the time of editing, players regularly "overclock" the AME and those cases require no admin attention. + // Admin alert var safeLimit = 0; if (TryGetAMENodeGroup(uid, out var group)) @@ -285,6 +288,7 @@ public sealed class AmeControllerSystem : EntitySystem controller.EffectCooldown = _gameTiming.CurTime + controller.CooldownDuration; } } + */ } public void AdjustInjectionAmount(EntityUid uid, int delta, int min = 0, int max = int.MaxValue, EntityUid? user = null, AmeControllerComponent? controller = null)