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
2025-12-03 00:29:01 +01:00
committed by GitHub
parent 085007eae1
commit 0b0c5ea91e
272 changed files with 850 additions and 280 deletions
+2
View File
@@ -6,6 +6,7 @@
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.05, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.05)
/// MOD unit we are powering.
var/obj/item/mod/control/mod
@@ -301,6 +302,7 @@
liquid electricity, this core makes it much more efficient, running all soft, hard, and wetware with several \
times less energy usage."
/// A modifier to all charge we use, ethereals don't need to spend as much energy as normal suits.
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.15, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.05)
var/charge_modifier = 0.1
/obj/item/mod/core/ethereal/charge_source()
@@ -256,6 +256,7 @@
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
max_integrity = 60
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6.15, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.5)
/// MODsuit tether module that created our projectile
var/obj/item/mod/module/tether/parent_module
/// Should we reset our pixel positions next time we move?