## About The Pull Request
Crafting recipes now have an arg that decides if crafting results will
retain their starting reagents, or have ingredient reagents transferred
into them.
So, previously, crafting a specialty drink (lizard wine, candycorn
liquor) from the crafting menu would immediately empty the new bottle's
reagents and replace it with the ethanol used in the recipe.
Now, recipes can be prevented from modifying their result's reagents by
setting unique_reagents to TRUE (False by default. I don't know what
recipes really use this functionality but I wanted to preserve it for
everything but the drink recipes it interferes with.)
Bonus: This changelog entry I found from 3 years ago, apparently fixing
this same issue.

## Why It's Good For The Game
Closes#80870.
Makes some more reagents accessible again.
## Changelog
🆑 Rhials
fix: Specialty drinks crafted in the crafting menu will now create the
intended reagents, instead of containing the reagents used to craft it.
/🆑