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