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Devices/entities with no recipe #1268
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Just so we don't miss any, we could have integration tests that all entities are craftable from entities present in the classic world. Those named here could be an exception marked with “expected fail”. Adding recipes would then give the good feeling of making tests green. 😄 |
I am surprised we don’t have hourglass made from sand, wood and glass, which we all have. Not sure if that seemed too easy for |
That sounds like a great idea!
No, that sounds good to me! I don't think it needs to be that difficult to obtain |
Towards #1268 ## Demo scripts/run-tests.sh --test-arguments '--pattern "Recipe coverage"'
* Use the recipe graph to find unreachable entities instead of only looking for recipes for devices. * Improves on #1676. * Add yielded entities in the recipe graph * Add a test for each entity. Before: ``` Recipe coverage Ensure all devices have recipes (#1268): FAIL (expected: Need to come up with more recipes) test/unit/TestRecipeCoverage.hs:36: Missing recipes for: "Elmer's glue", "binoculars", "blueprint", "caliper", "decoder ring", "dozer blade", "hourglass", "lambda", "linotype", "olfactometer", "rolex", "tape drive", and "wedge" (expected failure) ``` After ``` Ensure all entities have recipes 3D printer: OK ADT calculator: OK Elmer's glue: FAIL (expected: More recipes needed (#1268)) test/integration/TestRecipeCoverage.hs:34: Can not make "Elmer's glue" from starting entities. (expected failure) [... 100 more entities ...] ```
This is a new umbrella issue for entities or devices without a recipe. Eventually we should create recipes so the entities are craftable in classic mode.
detonator
create recipe for detonator #1017dozer blade
hourglass
Create a recipe for the hourglass #2023olfactometer
rolex
See #26 for an older version of this issue.
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