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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.
51 lines
2.4 KiB
Python
51 lines
2.4 KiB
Python
from typing import Dict
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from ..strings.animal_product_names import AnimalProduct
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from ..strings.artisan_good_names import ArtisanGood
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from ..strings.crop_names import Fruit
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from ..strings.fish_names import Fish, WaterItem
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from ..strings.food_names import Meal
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from ..strings.forageable_names import Forageable
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from ..strings.metal_names import Mineral, Ore
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from ..strings.monster_drop_names import Loot
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from ..strings.seed_names import Seed
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# Some of these are commented out, because they shouldn't be used, because they cause a loop on themselves, even if the loop is one of many ways to complete the quest
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# I don't know the correct architectural way to fix this. So in the meantime, obtaining these items from fish ponds is not in logic
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# Dictionary of fish pond requests, in the format of Dict[fish_name, Dict[population, Dict[item_name, item_amount]]]
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fish_pond_quests: Dict[str, Dict[int, Dict[str, int]]] = {
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Fish.blobfish: {
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1: {WaterItem.coral: 3, Mineral.frozen_tear: 2, WaterItem.sea_urchin: 2, },
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3: {Seed.coffee: 5, ArtisanGood.mayonnaise: 1, Meal.pizza: 1, },
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5: {Meal.cookie: 1, ArtisanGood.green_tea: 1, ArtisanGood.wine: 1, },
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7: {Forageable.rainbow_shell: 1, Meal.rice_pudding: 1, },
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},
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# Fish.lava_eel: {
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# 1: {Mineral.fire_quartz: 3, },
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# 3: {"Basalt": 1, Mineral.diamond: 2, Artifact.dwarf_scroll_iii: 1, },
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# 5: {Bomb.mega_bomb: 2, },
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# 7: {MetalBar.iridium: 1, },
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# },
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Fish.lionfish: {
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3: {Forageable.ginger: 3, Fruit.pineapple: 1, },
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5: {Fruit.mango: 1, },
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},
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# Fish.octopus: {
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# 3: {WaterItem.coral: 3, ArtisanGood.honey: 1, Fish.oyster: 1, MetalBar.quartz: 3, },
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# 5: {Fossil.dried_starfish: 1, Mineral.emerald: 2, Geode.omni: 2, Mushroom.purple: 2, },
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# 7: {ArtisanGood.green_tea: 1, },
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# },
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# Fish.super_cucumber: {
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# 3: {WaterItem.coral: 3, ArtisanGood.honey: 1, Fish.oyster: 1, Trash.driftwood: 3, MetalBar.quartz: 3, },
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# 5: {Fossil.dried_starfish: 1, Mineral.emerald: 2, Geode.omni: 2, Mushroom.purple: 2 },
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# 7: {Mineral.diamond: 1, MetalBar.gold: 3, Ore.iridium: 1, ArtisanGood.jelly: 1, ArtisanGood.pickles: 1, WaterItem.sea_urchin: 2 },
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# },
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Fish.void_salmon: {
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1: {Loot.void_essence: 5, },
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3: {Loot.bat_wing: 10, },
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5: {Mineral.diamond: 1, AnimalProduct.void_egg: 1, },
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7: {Ore.iridium: 1, },
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},
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}
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