## 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.
/🆑
## About The Pull Request
Currently they announce they're done if they attempt to recharge and
find out that the battery is already full. This PR makes it so that they
announce after they perform a successful charge that fills the battery
to max. Also gets rid of an unnecessary variable along the way. Also
when a battle rifle finishes recalibrating it'll say that it finished
recalibrating instead of recharging.
## Why It's Good For The Game
You can already inspect the charger to check the weapon's charge and
take the weapon out once it hits 100% even before it alerts you. This
just makes it not wait 2 seconds for no reason.
Also spellcheck.
## Changelog
🆑
qol: weapon rechargers don't wait an extra tick before announcing
they've finished recharging
spellcheck: weapon rechargers no longer claim a battle rifle has
"finished recharging" when it's finished recalibrating.
/🆑
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Adds portable wind turbines that can be put in your back slot or
anchored to the ground. They accept a cell-powered item and charge it
while you walk, or when space wind passes over them. Can be purchased
for 400 credits or crafted with 3 kitchen knives, plastic, and servos.
Requires a capacitor to charge things, and higher tiers charge faster,
faster walkspeed also charges faster.
<img width="592" height="644" alt="im222age"
src="https://github.com/user-attachments/assets/e9997536-5ee0-4417-a31c-cb58666d4d07"
/>
https://github.com/user-attachments/assets/1cf7fce5-d385-4e3e-be97-fb15e253c308
## Why It's Good For The Game
Sometimes you don't have a cell charger. And you need to charge
something. Now you can charge something by running laps around the
station.
During a blob, rechargers are brought to the front lines to charge
energy guns and such but what if the blob turns off the power? And what
are bar-rp'ers to do? Kill two birds with one stone by having them run
laps instead of sitting around doing nothing.
Also its funny.
## Changelog
🆑
add: Added a portable wind turbine which can charge things when you walk
around
add: Added a signal that procs when an object resists space wind (from
being anchored / pulled)
sound: added woosh.ogg as a low "wooshing" noise
image: added a wind turbine sprite
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>