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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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@@ -8,6 +8,7 @@
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armor_type = /datum/armor/structure_fireaxecabinet
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max_integrity = 150
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integrity_failure = 0.33
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custom_materials = /obj/item/wallframe/fireaxecabinet::custom_materials
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/// Do we need to be unlocked to be opened.
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var/locked = TRUE
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/// Are we opened, can someone take the held item out.
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@@ -221,6 +222,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/empty, 32)
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icon_state = "fireaxe"
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result_path = /obj/structure/fireaxecabinet/empty
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pixel_shift = 32
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custom_materials = list(/datum/material/glass = SHEET_MATERIAL_AMOUNT * 5.1, /datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 5, /datum/material/iron = SMALL_MATERIAL_AMOUNT)
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/obj/structure/fireaxecabinet/mechremoval
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name = "mech removal tool cabinet"
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