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
@@ -6,6 +6,7 @@
icon_state = "bilehorn"
allowed_instrument_ids = "bilehorn"
inhand_icon_state = null
custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 2)
/datum/crafting_recipe/bilehorn
name = "Bilehorn"
@@ -17,6 +17,7 @@
icon_state = "oresensor"
icon = 'icons/obj/mining.dmi'
slot_flags = ITEM_SLOT_EARS
custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT)
var/range = 5
var/cooldown = 4 SECONDS //between the standard and the advanced ore scanner in strength
COOLDOWN_DECLARE(ore_sensing_cooldown)
@@ -5,3 +5,4 @@
icon_state = "raptor_trough"
x_offsets = list(-5, 5)
y_offsets = list(-4, 5)
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)