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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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@@ -35,6 +35,7 @@
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icon_state = "shell_unfinished"
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desc = "The incomplete body of a golem. Add ten sheets of certain minerals to finish."
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w_class = WEIGHT_CLASS_BULKY
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 20)
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/// Amount of minerals you need to feed the shell to wake it up
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var/required_stacks = 10
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/// Type of shell to create
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@@ -65,3 +66,4 @@
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/obj/item/golem_shell/servant
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name = "incomplete servant golem shell"
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shell_type = /obj/effect/mob_spawn/ghost_role/human/golem/servant
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custom_materials = list(/datum/material/adamantine = SHEET_MATERIAL_AMOUNT * 3)
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@@ -6,7 +6,7 @@
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impressiveness = 18 // Carved from the bones of a massive creature, it's going to be a specticle to say the least
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*5)
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custom_materials = list(/datum/material/bone= SHEET_MATERIAL_AMOUNT * 5)
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abstract_type = /obj/structure/statue/bone
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/obj/structure/statue/bone/Initialize(mapload)
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@@ -17,7 +17,7 @@
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/obj/structure/statue/bone/rib
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name = "colossal rib"
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desc = "It's staggering to think that something this big could have lived, let alone died."
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custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*4)
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custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT * 10)
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icon = 'icons/obj/art/statuelarge.dmi'
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icon_state = "rib"
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icon_preview = 'icons/obj/fluff/previews.dmi'
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@@ -26,7 +26,7 @@
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/obj/structure/statue/bone/skull
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name = "colossal skull"
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desc = "The gaping maw of a dead, titanic monster."
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custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*12)
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custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT * 6)
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icon = 'icons/obj/art/statuelarge.dmi'
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icon_state = "skull"
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icon_preview = 'icons/obj/fluff/previews.dmi'
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@@ -34,7 +34,7 @@
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/obj/structure/statue/bone/skull/half
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desc = "The gaping maw of a dead, titanic monster. This one is cracked in half."
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custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*6)
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custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT * 3)
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icon = 'icons/obj/art/statuelarge.dmi'
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icon_state = "skull-half"
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icon_preview = 'icons/obj/fluff/previews.dmi'
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