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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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@@ -117,6 +117,7 @@
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icon_state = "garbagegun"
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anchored = FALSE
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anchorable_cannon = FALSE
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 11.15, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.5)
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var/fires_before_deconstruction = 5
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/obj/structure/cannon/trash/fire()
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@@ -71,6 +71,7 @@
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base_icon_state = "trashballs"
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merge_type = /obj/item/stack/cannonball/trashball
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projectile_type = /obj/projectile/bullet/cannonball/trashball
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custom_materials = list(/datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT)
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/obj/item/stack/cannonball/trashball/four
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amount = 4
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@@ -114,6 +114,7 @@
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fire_delay = 3 DECISECONDS
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shot_delay = 2 DECISECONDS
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firing_shakes_camera = FALSE
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 24.5, /datum/material/wood = SHEET_MATERIAL_AMOUNT * 15, /datum/material/glass = SMALL_MATERIAL_AMOUNT)
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/obj/structure/mounted_gun/pipe/examine_more(mob/user)
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. = ..()
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