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