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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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@@ -48,6 +48,7 @@
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inhand_icon_state = "violin"
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hitsound = SFX_SWING_HIT
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allowed_instrument_ids = "violin"
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 4, /datum/material/iron = SHEET_MATERIAL_AMOUNT)
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/obj/item/instrument/violin/golden
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name = "golden violin"
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@@ -55,6 +56,7 @@
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icon_state = "golden_violin"
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inhand_icon_state = "golden_violin"
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 4, /datum/material/iron = SHEET_MATERIAL_AMOUNT)
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/obj/item/instrument/banjo
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name = "banjo"
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