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.
/🆑
This commit is contained in:
Ghom
2025-12-02 18:29:01 -05:00
committed by GitHub
parent 085007eae1
commit 0b0c5ea91e
272 changed files with 850 additions and 280 deletions
@@ -30,6 +30,7 @@
icon_state = "beebox"
anchored = TRUE
density = TRUE
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 40)
var/mob/living/basic/bee/queen/queen_bee = null
var/list/bees = list() //bees owned by the box, not those inside it
var/list/honeycombs = list()
@@ -4,6 +4,7 @@
desc = "A scaffold for bees to build honeycomb on."
icon = 'icons/obj/service/hydroponics/equipment.dmi'
icon_state = "honey_frame"
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)
var/honeycomb_capacity = 10 //10 Honeycomb per frame by default, researchable frames perhaps?
@@ -10,6 +10,7 @@
anchored = FALSE
pressure_resistance = 2 * ONE_ATMOSPHERE
max_integrity = 300
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 8)
/// Is the barrel currently opened?
var/open = FALSE
/// Can the barrel be opened?
@@ -137,6 +137,7 @@
density = FALSE
anchored = TRUE
buckle_lying = 90
custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 5)
/// Overlay we apply when impaling a mob.
var/mutable_appearance/stab_overlay
+1 -1
View File
@@ -64,7 +64,7 @@
attack_verb_continuous = list("slashes", "slices", "bashes", "claws")
attack_verb_simple = list("slash", "slice", "bash", "claw")
hitsound = null
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 1.5)
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)
resistance_flags = FLAMMABLE
flags_1 = NONE
+1
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@@ -13,6 +13,7 @@
maxnutri = 15
tray_flags = SOIL
armor_type = /datum/armor/obj_soil
custom_materials = list(/datum/material/sand = SHEET_MATERIAL_AMOUNT * 3)
//which type of sack to create when shovled.
var/sack_type = /obj/item/soil_sack