diff --git a/Content.Server/GameObjects/Components/Construction/MachineBoardComponent.cs b/Content.Server/GameObjects/Components/Construction/MachineBoardComponent.cs index 29514cc3cb..5b6d1c6b22 100644 --- a/Content.Server/GameObjects/Components/Construction/MachineBoardComponent.cs +++ b/Content.Server/GameObjects/Components/Construction/MachineBoardComponent.cs @@ -25,15 +25,6 @@ namespace Content.Server.GameObjects.Components.Construction [ViewVariables] private Dictionary _componentRequirements; - /// - /// So, what happens if you spawn a machine from the entity spawning menu? - /// It should probably have all parts, including the component parts... - /// This is where this fancy little dictionary comes in! - /// This maps component name types to entity prototype IDs to be used as defaults. - /// - [ViewVariables] - private Dictionary _componentDefaults; - [ViewVariables(VVAccess.ReadWrite)] public string Prototype { get; private set; } public IReadOnlyDictionary Requirements => _requirements;