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Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
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@@ -19,6 +19,8 @@
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/obj/item/storage/box/Initialize(mapload)
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. = ..()
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if(foldable_result == /obj/item/stack/sheet/cardboard)
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set_custom_materials(list(/datum/material/cardboard = SHEET_MATERIAL_AMOUNT))
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update_appearance()
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/obj/item/storage/box/suicide_act(mob/living/carbon/user)
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@@ -58,6 +58,7 @@
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illustration = null
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resistance_flags = FLAMMABLE
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foldable_result = null
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custom_materials = list(/datum/material/paper = SHEET_MATERIAL_AMOUNT * 1.25)
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/// A list of all available papersack reskins
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var/list/papersack_designs = list()
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///What design from papersack_designs we are currently using.
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