Stardew Valley: 4.x.x - The Ginger Update (#1931)
## What is this fixing or adding? Major content update for Stardew Valley ## How was this tested? One large-scale public Beta on the archipelago server, plus several smaller private asyncs and test runs You can go to https://github.com/agilbert1412/StardewArchipelago/releases to grab the mod (latest 4.x.x version), the supported mods and the apworld, to test this PR ## New Features: - Festival Checks [Easy mode or Hard Mode] - Special Orders [Both Board and Qi] - Willy's Boat - Ginger Island Parrots - TV Channels - Trap Items [Available in various difficulty levels] - Entrance Randomizer: Buildings and Chaos - New Fishsanity options: Exclude Legendaries, Exclude Hard fish, Only easy fish - Resource Pack overhaul [Resource packs are now more enjoyable and varied] - Goal: Greatest Walnut Hunter [Find every single Golden Walnut] - Goal: Perfection [Achieve Perfection] - Option: Profit Margin [Multiplier over all earnings] - Option: Friendsanity Heart Size [Reduce clutter from friendsanity hearts] - Option: Exclude Ginger Island - will exclude many locations and items to generate a playthrough that does not go to the island - Mod Support [Curated list of mods] ## New Contributors: @Witchybun for the mod support --------- Co-authored-by: Witchybun <embenham05@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
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@@ -159,7 +159,8 @@ class And(StardewRule):
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if rules is not None:
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rules_list.update(rules)
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assert rules_list, "Can't create a And conditions without rules"
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if len(rules_list) < 1:
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rules_list.add(True_())
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new_rules = set()
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for rule in rules_list:
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@@ -297,7 +298,7 @@ class Received(StardewRule):
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def __post_init__(self):
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assert item_table[self.item].classification & ItemClassification.progression, \
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"Item has to be progression to be used in logic"
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f"Item [{item_table[self.item].name}] has to be progression to be used in logic"
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def __call__(self, state: CollectionState) -> bool:
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return state.has(self.item, self.player, self.count)
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