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GhomandGitHub 0b0c5ea91e 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.
/🆑
2025-12-02 18:29:01 -05:00

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/obj/item/clothing/gloves/bracer
name = "bone bracers"
desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms."
icon_state = "bracers"
inhand_icon_state = null
strip_delay = 4 SECONDS
equip_delay_other = 2 SECONDS
body_parts_covered = ARMS
cold_protection = ARMS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
armor_type = /datum/armor/gloves_bracer
custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 2)
/obj/item/clothing/gloves/bracer/Initialize(mapload)
. = ..()
AddComponent(/datum/component/adjust_fishing_difficulty, 2)
/datum/armor/gloves_bracer
melee = 15
bullet = 25
laser = 15
energy = 15
bomb = 20
bio = 10