Stardew Valley 6.x.x: The Content Update (#3478)

Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024
This includes randomization for pretty much all of the new content, including but not limited to
- Raccoon Bundles
- Booksanity
- Skill Masteries
- New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests

This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit.

In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update
- Walnutsanity
- Player Buffs
- More customizability in settings, such as shorter special orders, ER without farmhouse
- New Remixed Bundles
This commit is contained in:
agilbert1412
2024-07-07 16:04:25 +03:00
committed by GitHub
parent f99ee77325
commit 9b22458f44
210 changed files with 10298 additions and 4540 deletions

View File

@@ -10,13 +10,13 @@ from ...logic.skill_logic import SkillLogicMixin
from ...logic.tool_logic import ToolLogicMixin
from ...mods.mod_data import ModNames
from ...options import ElevatorProgression
from ...stardew_rule import StardewRule, True_, And, true_
from ...strings.ap_names.mods.mod_items import DeepWoodsItem, SkillLevel
from ...stardew_rule import StardewRule, True_, true_
from ...strings.ap_names.mods.mod_items import DeepWoodsItem
from ...strings.ap_names.transport_names import ModTransportation
from ...strings.craftable_names import Bomb
from ...strings.food_names import Meal
from ...strings.performance_names import Performance
from ...strings.skill_names import Skill
from ...strings.skill_names import Skill, ModSkill
from ...strings.tool_names import Tool, ToolMaterial
@@ -45,11 +45,11 @@ CookingLogicMixin]]):
self.logic.received(ModTransportation.woods_obelisk))
tier = int(depth / 25) + 1
if self.options.skill_progression == options.SkillProgression.option_progressive:
if self.options.skill_progression >= options.SkillProgression.option_progressive:
combat_tier = min(10, max(0, tier + 5))
rules.append(self.logic.skill.has_level(Skill.combat, combat_tier))
return And(*rules)
return self.logic.and_(*rules)
def has_woods_rune_to_depth(self, floor: int) -> StardewRule:
if self.options.elevator_progression == ElevatorProgression.option_vanilla:
@@ -66,8 +66,8 @@ CookingLogicMixin]]):
self.logic.received(DeepWoodsItem.pendant_elder),
self.logic.skill.has_total_level(40)]
if ModNames.luck_skill in self.options.mods:
rules.append(self.logic.received(SkillLevel.luck, 7))
rules.append(self.logic.skill.has_level(ModSkill.luck, 7))
else:
rules.append(
self.logic.has(Meal.magic_rock_candy)) # You need more luck than this, but it'll push the logic down a ways; you can get the rest there.
return And(*rules)
return self.logic.and_(*rules)