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Archipelago/worlds/stardew_valley/content/mods/archeology.py
agilbert1412 1de91fab67 Stardew Valley: 7.x.x - The Jojapocalypse Update (#5432)
Major Content update for Stardew Valley

### Features
- New BundleRandomization Value: Meme Bundles - Over 100 custom bundles, designed to be jokes, references, trolls, etc
- New Setting: Bundles Per Room modifier
- New Setting: Backpack Size
- New Setting: Secretsanity - Checks for triggering easter eggs and secrets
- New Setting: Moviesanity - Checks for watching movies and sharing snacks with Villagers
- New Setting: Eatsanity - Checks for eating items
- New Setting: Hatsanity - Checks for wearing Hats
- New Setting: Start Without - Allows you to select any combination of various "starting" items, that you will actually not start with. Notably, tools, backpack slots, Day5 unlocks, etc.
- New Setting: Allowed Filler Items - Allows you to customize the filler items you'll get
- New Setting: Endgame Locations - Checks for various expensive endgame tasks and purchases
- New Shipsanity value: Crops and Fish
- New Settings: Jojapocalypse and settings to customize it
- Bundle Plando: Replaced with BundleWhitelist and BundleBlacklist, for more customization freedom
- Added a couple of Host.yaml settings to help hosts allow or ban specific difficult settings that could cause problems if the people don't know what they are signing up for.

Plus a truckload of improvements on the mod side, not seen in this PR.

### Removed features
- Integration for Stardew Valley Expanded. It is simply disabled, the code is all still there, but I'm extremely tired of providing tech support for it, plus Stardew Valley 1.7 was announced and that will break it again, so I'm done. When a maintainer steps up, it can be re-enabled.
2026-02-15 18:02:21 +01:00

47 lines
2.1 KiB
Python

from ..game_content import ContentPack, StardewContent
from ..mod_registry import register_mod_content_pack
from ...data.artisan import MachineSource
from ...data.game_item import ItemTag, Tag
from ...data.harvest import ArtifactSpotSource
from ...data.requirement import SkillRequirement
from ...data.skill import Skill
from ...mods.mod_data import ModNames
from ...strings.ap_names.mods.mod_items import ModBooks
from ...strings.craftable_names import ModMachine
from ...strings.fish_names import ModTrash
from ...strings.metal_names import all_artifacts, all_fossils, Fossil
from ...strings.skill_names import ModSkill
def source_display_items(item: str, content: StardewContent):
wood_display = f"Wooden Display: {item}"
hardwood_display = f"Hardwood Display: {item}"
if item == Fossil.trilobite:
wood_display = f"Wooden Display: Trilobite Fossil"
hardwood_display = f"Hardwood Display: Trilobite Fossil"
content.source_item(wood_display, MachineSource(item=str(item), machine=ModMachine.preservation_chamber))
content.source_item(hardwood_display, MachineSource(item=str(item), machine=ModMachine.hardwood_preservation_chamber))
class ArchaeologyContentPack(ContentPack):
def artisan_good_hook(self, content: StardewContent):
# Done as honestly there are too many display items to put into the initial registration traditionally.
display_items = all_artifacts + all_fossils
for item in display_items:
source_display_items(item, content)
content.source_item(ModTrash.rusty_scrap, *(MachineSource(item=artifact, machine=ModMachine.grinder) for artifact in all_artifacts))
register_mod_content_pack(ArchaeologyContentPack(
ModNames.archaeology,
skills=(Skill(name=ModSkill.archaeology, has_mastery=False),),
harvest_sources={
ModBooks.digging_like_worms: (
Tag(ItemTag.BOOK, ItemTag.BOOK_SKILL),
ArtifactSpotSource(amount=22, # I'm just copying Jack Be Nimble's chances for now -reptar
other_requirements=(SkillRequirement(ModSkill.archaeology, 2),)),
)
}
))