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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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@@ -30,6 +30,7 @@
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icon_state = "beebox"
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anchored = TRUE
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density = TRUE
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 40)
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var/mob/living/basic/bee/queen/queen_bee = null
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var/list/bees = list() //bees owned by the box, not those inside it
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var/list/honeycombs = list()
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@@ -4,6 +4,7 @@
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desc = "A scaffold for bees to build honeycomb on."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "honey_frame"
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)
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var/honeycomb_capacity = 10 //10 Honeycomb per frame by default, researchable frames perhaps?
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@@ -10,6 +10,7 @@
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anchored = FALSE
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pressure_resistance = 2 * ONE_ATMOSPHERE
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max_integrity = 300
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 8)
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/// Is the barrel currently opened?
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var/open = FALSE
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/// Can the barrel be opened?
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@@ -137,6 +137,7 @@
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density = FALSE
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anchored = TRUE
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buckle_lying = 90
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custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 5)
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/// Overlay we apply when impaling a mob.
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var/mutable_appearance/stab_overlay
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@@ -64,7 +64,7 @@
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attack_verb_continuous = list("slashes", "slices", "bashes", "claws")
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attack_verb_simple = list("slash", "slice", "bash", "claw")
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hitsound = null
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 1.5)
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)
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resistance_flags = FLAMMABLE
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flags_1 = NONE
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@@ -13,6 +13,7 @@
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maxnutri = 15
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tray_flags = SOIL
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armor_type = /datum/armor/obj_soil
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custom_materials = list(/datum/material/sand = SHEET_MATERIAL_AMOUNT * 3)
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//which type of sack to create when shovled.
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var/sack_type = /obj/item/soil_sack
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