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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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@@ -194,6 +194,7 @@
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 6)
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/obj/item/clothing/suit/armor/bone/Initialize(mapload)
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. = ..()
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@@ -214,6 +215,7 @@
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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armor_type = /datum/armor/hooded_explorer
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resistance_flags = FIRE_PROOF
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4)
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/obj/item/clothing/head/helmet/skull/Initialize(mapload)
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. = ..()
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@@ -181,6 +181,7 @@
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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sharpness = SHARP_EDGED
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item_flags = CRUEL_IMPLEMENT
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4, /datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5)
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/obj/item/shovel/serrated/Initialize(mapload)
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. = ..()
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@@ -322,6 +323,7 @@
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item_flags = SLOWS_WHILE_IN_HAND | IMMUTABLE_SLOW
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slowdown = 3
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attack_speed = 1.2 SECONDS
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6.6, /datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 5)
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/// The factor at which the recoil becomes less.
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var/recoil_factor = 3
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/// Wether we knock down and launch away out enemies when we attack.
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