Files
dockipelago/worlds/stardew_valley/data/craftable_data.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

403 lines
34 KiB
Python

from typing import Dict, List
from .recipe_source import RecipeSource, StarterSource, QueenOfSauceSource, ShopSource, SkillSource, FriendshipSource, ShopTradeSource, CutsceneSource, \
ArchipelagoSource, LogicSource, SpecialOrderSource, FestivalShopSource, QuestSource, MasterySource, SkillCraftsanitySource, ShopWithKnownRecipeSource
from ..content.content_packs import ginger_island_content_pack
from ..mods.mod_data import ModNames
from ..strings.animal_product_names import AnimalProduct
from ..strings.artisan_good_names import ArtisanGood
from ..strings.craftable_names import Bomb, Fence, Sprinkler, WildSeeds, Floor, Fishing, Ring, Consumable, Edible, Lighting, Storage, Furniture, Sign, \
Craftable, \
ModEdible, ModCraftable, ModMachine, ModFloor, ModConsumable, Statue
from ..strings.crop_names import Fruit, Vegetable
from ..strings.currency_names import Currency
from ..strings.fertilizer_names import Fertilizer, RetainingSoil, SpeedGro
from ..strings.fish_names import Fish, WaterItem, ModTrash, Trash
from ..strings.flower_names import Flower
from ..strings.food_names import Meal
from ..strings.forageable_names import Forageable, DistantLandsForageable, Mushroom
from ..strings.gift_names import Gift
from ..strings.ingredient_names import Ingredient
from ..strings.machine_names import Machine
from ..strings.material_names import Material
from ..strings.metal_names import Ore, MetalBar, Fossil, Artifact, Mineral, ModFossil
from ..strings.monster_drop_names import Loot, ModLoot
from ..strings.quest_names import Quest
from ..strings.region_names import Region, SVERegion, LogicRegion
from ..strings.seed_names import Seed, TreeSeed
from ..strings.skill_names import Skill, ModSkill
from ..strings.special_order_names import SpecialOrder
from ..strings.villager_names import NPC, ModNPC
class CraftingRecipe:
item: str
ingredients: Dict[str, int]
source: RecipeSource
content_pack: frozenset[str] | None
def __init__(self, item: str, ingredients: Dict[str, int], source: RecipeSource, content_pack: frozenset[str] | None = None):
self.item = item
self.ingredients = ingredients
self.source = source
self.content_pack = content_pack
def __repr__(self):
return f"{self.item} (Source: {self.source} |" \
f" Ingredients: {self.ingredients})"
all_crafting_recipes: List[CraftingRecipe] = []
def friendship_recipe(name: str, friend: str, hearts: int, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = FriendshipSource(friend, hearts)
return create_recipe(name, ingredients, source, content_pack)
def cutscene_recipe(name: str, region: str, friend: str, hearts: int, ingredients: Dict[str, int]) -> CraftingRecipe:
source = CutsceneSource(region, friend, hearts)
return create_recipe(name, ingredients, source)
def skill_recipe(name: str, skill: str, level: int, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = SkillSource(skill, level)
return create_recipe(name, ingredients, source, content_pack)
def skill_craftsanity_recipe(name: str, skill: str, level: int, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = SkillCraftsanitySource(skill, level)
return create_recipe(name, ingredients, source, content_pack)
def mastery_recipe(name: str, skill: str, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = MasterySource(skill)
return create_recipe(name, ingredients, source, content_pack)
def shop_recipe(name: str, region: str, price: int, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = ShopSource(region, price)
return create_recipe(name, ingredients, source, content_pack)
def shop_with_known_recipe_recipe(name: str, region: str, price: int, recipe_requirement: str, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = ShopWithKnownRecipeSource(region, price, recipe_requirement)
return create_recipe(name, ingredients, source, content_pack)
def festival_shop_recipe(name: str, region: str, price: int, ingredients: Dict[str, int]) -> CraftingRecipe:
source = FestivalShopSource(region, price)
return create_recipe(name, ingredients, source)
def shop_trade_recipe(name: str, region: str, currency: str, price: int, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = ShopTradeSource(region, currency, price)
return create_recipe(name, ingredients, source, content_pack)
def queen_of_sauce_recipe(name: str, year: int, season: str, day: int, ingredients: Dict[str, int]) -> CraftingRecipe:
source = QueenOfSauceSource(year, season, day)
return create_recipe(name, ingredients, source)
def quest_recipe(name: str, quest: str, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = QuestSource(quest)
return create_recipe(name, ingredients, source, content_pack)
def special_order_recipe(name: str, special_order: str, ingredients: Dict[str, int], content_pack: List[str] | str | None = None) -> CraftingRecipe:
source = SpecialOrderSource(special_order)
return create_recipe(name, ingredients, source, content_pack)
def starter_recipe(name: str, ingredients: Dict[str, int]) -> CraftingRecipe:
source = StarterSource()
return create_recipe(name, ingredients, source)
def ap_recipe(name: str, ingredients: Dict[str, int], ap_item: str = None, content_pack: List[str] | str | None = None) -> CraftingRecipe:
if ap_item is None:
ap_item = f"{name} Recipe"
source = ArchipelagoSource(ap_item)
return create_recipe(name, ingredients, source, content_pack)
def cellar_recipe(name: str, ingredients: Dict[str, int]) -> CraftingRecipe:
source = LogicSource("Cellar")
return create_recipe(name, ingredients, source)
def create_recipe(name: str, ingredients: Dict[str, int], source: RecipeSource, content_pack: List[str] | str | None = None) -> CraftingRecipe:
if content_pack is None:
content_pack = []
if isinstance(content_pack, str):
content_pack = [content_pack]
recipe = CraftingRecipe(name, ingredients, source, frozenset(content_pack))
all_crafting_recipes.append(recipe)
return recipe
cherry_bomb = skill_recipe(Bomb.cherry_bomb, Skill.mining, 1, {Ore.copper: 4, Material.coal: 1})
bomb = skill_recipe(Bomb.bomb, Skill.mining, 6, {Ore.iron: 4, Material.coal: 1})
mega_bomb = skill_recipe(Bomb.mega_bomb, Skill.mining, 8, {Ore.gold: 4, Loot.solar_essence: 1, Loot.void_essence: 1})
gate = starter_recipe(Fence.gate, {Material.wood: 10})
wood_fence = starter_recipe(Fence.wood, {Material.wood: 2})
stone_fence = skill_recipe(Fence.stone, Skill.farming, 2, {Material.stone: 2})
iron_fence = skill_recipe(Fence.iron, Skill.farming, 4, {MetalBar.iron: 2})
hardwood_fence = skill_recipe(Fence.hardwood, Skill.farming, 6, {Material.hardwood: 2})
sprinkler = skill_recipe(Sprinkler.basic, Skill.farming, 2, {MetalBar.copper: 1, MetalBar.iron: 1})
quality_sprinkler = skill_recipe(Sprinkler.quality, Skill.farming, 6, {MetalBar.iron: 1, MetalBar.gold: 1, MetalBar.quartz: 1})
iridium_sprinkler = skill_recipe(Sprinkler.iridium, Skill.farming, 9, {MetalBar.gold: 1, MetalBar.iridium: 1, ArtisanGood.battery_pack: 1})
bee_house = skill_recipe(Machine.bee_house, Skill.farming, 3, {Material.wood: 40, Material.coal: 8, MetalBar.iron: 1, ArtisanGood.maple_syrup: 1})
cask = cellar_recipe(Machine.cask, {Material.wood: 40, Material.hardwood: 1})
cheese_press = skill_recipe(Machine.cheese_press, Skill.farming, 6, {Material.wood: 45, Material.stone: 45, Material.hardwood: 10, MetalBar.copper: 1})
keg = skill_recipe(Machine.keg, Skill.farming, 8, {Material.wood: 30, MetalBar.copper: 1, MetalBar.iron: 1, ArtisanGood.oak_resin: 1})
loom = skill_recipe(Machine.loom, Skill.farming, 7, {Material.wood: 60, Material.fiber: 30, ArtisanGood.pine_tar: 1})
mayonnaise_machine = skill_recipe(Machine.mayonnaise_machine, Skill.farming, 2,
{Material.wood: 15, Material.stone: 15, Mineral.earth_crystal: 10, MetalBar.copper: 1})
oil_maker = skill_recipe(Machine.oil_maker, Skill.farming, 8, {Loot.slime: 50, Material.hardwood: 20, MetalBar.gold: 1})
preserves_jar = skill_recipe(Machine.preserves_jar, Skill.farming, 4, {Material.wood: 50, Material.stone: 40, Material.coal: 8})
fish_smoker = shop_recipe(Machine.fish_smoker, Region.fish_shop, 10000,
{Material.hardwood: 10, WaterItem.sea_jelly: 1, WaterItem.river_jelly: 1, WaterItem.cave_jelly: 1})
dehydrator = shop_recipe(Machine.dehydrator, Region.pierre_store, 10000, {Material.wood: 30, Material.clay: 2, Mineral.fire_quartz: 1})
basic_fertilizer = skill_recipe(Fertilizer.basic, Skill.farming, 1, {Material.sap: 2})
quality_fertilizer = skill_recipe(Fertilizer.quality, Skill.farming, 9, {Material.sap: 4, Fish.any: 1})
deluxe_fertilizer = ap_recipe(Fertilizer.deluxe, {MetalBar.iridium: 1, Material.sap: 40})
basic_speed_gro = skill_recipe(SpeedGro.basic, Skill.farming, 3, {ArtisanGood.pine_tar: 1, Material.moss: 5})
deluxe_speed_gro = skill_recipe(SpeedGro.deluxe, Skill.farming, 8, {ArtisanGood.oak_resin: 1, Fossil.bone_fragment: 5})
hyper_speed_gro = ap_recipe(SpeedGro.hyper, {Ore.radioactive: 1, Fossil.bone_fragment: 3, Loot.solar_essence: 1}, content_pack=ginger_island_content_pack.name)
basic_retaining_soil = skill_recipe(RetainingSoil.basic, Skill.farming, 4, {Material.stone: 2})
quality_retaining_soil = skill_recipe(RetainingSoil.quality, Skill.farming, 7, {Material.stone: 3, Material.clay: 1})
deluxe_retaining_soil = shop_trade_recipe(RetainingSoil.deluxe, Region.island_trader, Currency.cinder_shard, 50,
{Material.stone: 5, Material.fiber: 3, Material.clay: 1}, content_pack=ginger_island_content_pack.name)
tree_fertilizer = skill_recipe(Fertilizer.tree, Skill.foraging, 7, {Material.fiber: 5, Material.stone: 5})
spring_seeds = skill_recipe(WildSeeds.spring, Skill.foraging, 1,
{Forageable.wild_horseradish: 1, Forageable.daffodil: 1, Forageable.leek: 1, Forageable.dandelion: 1})
summer_seeds = skill_recipe(WildSeeds.summer, Skill.foraging, 4, {Forageable.spice_berry: 1, Fruit.grape: 1, Forageable.sweet_pea: 1})
fall_seeds = skill_recipe(WildSeeds.fall, Skill.foraging, 6, {Mushroom.common: 1, Forageable.wild_plum: 1, Forageable.hazelnut: 1, Forageable.blackberry: 1})
winter_seeds = skill_recipe(WildSeeds.winter, Skill.foraging, 7,
{Forageable.winter_root: 1, Forageable.crystal_fruit: 1, Forageable.snow_yam: 1, Forageable.crocus: 1})
ancient_seeds = ap_recipe(WildSeeds.ancient, {Artifact.ancient_seed: 1})
grass_starter = shop_recipe(WildSeeds.grass_starter, Region.pierre_store, 1000, {Material.fiber: 10})
blue_grass_starter = ap_recipe(WildSeeds.blue_grass_starter, {Material.fiber: 25, Material.moss: 10, ArtisanGood.mystic_syrup: 1}, content_pack=ginger_island_content_pack.name)
for wild_seeds in [WildSeeds.spring, WildSeeds.summer, WildSeeds.fall, WildSeeds.winter]:
tea_sapling = cutscene_recipe(WildSeeds.tea_sapling, Region.sunroom, NPC.caroline, 2, {wild_seeds: 2, Material.fiber: 5, Material.wood: 5})
fiber_seeds = special_order_recipe(WildSeeds.fiber, SpecialOrder.community_cleanup, {Seed.mixed: 1, Material.sap: 5, Material.clay: 1})
wood_floor = shop_recipe(Floor.wood, Region.carpenter, 100, {Material.wood: 1})
rustic_floor = shop_recipe(Floor.rustic, Region.carpenter, 200, {Material.wood: 1})
straw_floor = shop_recipe(Floor.straw, Region.carpenter, 200, {Material.wood: 1, Material.fiber: 1})
weathered_floor = shop_recipe(Floor.weathered, LogicRegion.mines_dwarf_shop, 500, {Material.wood: 1})
crystal_floor = shop_recipe(Floor.crystal, Region.sewer, 500, {MetalBar.quartz: 1})
stone_floor = shop_recipe(Floor.stone, Region.carpenter, 100, {Material.stone: 1})
stone_walkway_floor = shop_recipe(Floor.stone_walkway, Region.carpenter, 200, {Material.stone: 1})
brick_floor = shop_recipe(Floor.brick, Region.carpenter, 500, {Material.clay: 2, Material.stone: 5})
wood_path = starter_recipe(Floor.wood_path, {Material.wood: 1})
gravel_path = starter_recipe(Floor.gravel_path, {Material.stone: 1})
cobblestone_path = starter_recipe(Floor.cobblestone_path, {Material.stone: 1})
stepping_stone_path = shop_recipe(Floor.stepping_stone_path, Region.carpenter, 100, {Material.stone: 1})
crystal_path = shop_recipe(Floor.crystal_path, Region.carpenter, 200, {MetalBar.quartz: 1})
spinner = skill_recipe(Fishing.spinner, Skill.fishing, 6, {MetalBar.iron: 2})
trap_bobber = skill_recipe(Fishing.trap_bobber, Skill.fishing, 6, {MetalBar.copper: 1, Material.sap: 10})
sonar_bobber = skill_recipe(Fishing.sonar_bobber, Skill.fishing, 6, {MetalBar.iron: 1, MetalBar.quartz: 2})
cork_bobber = skill_recipe(Fishing.cork_bobber, Skill.fishing, 7, {Material.wood: 10, Material.hardwood: 5, Loot.slime: 10})
quality_bobber = special_order_recipe(Fishing.quality_bobber, SpecialOrder.juicy_bugs_wanted, {MetalBar.copper: 1, Material.sap: 20, Loot.solar_essence: 5})
treasure_hunter = skill_recipe(Fishing.treasure_hunter, Skill.fishing, 7, {MetalBar.gold: 2})
dressed_spinner = skill_recipe(Fishing.dressed_spinner, Skill.fishing, 8, {MetalBar.iron: 2, ArtisanGood.cloth: 1})
barbed_hook = skill_recipe(Fishing.barbed_hook, Skill.fishing, 8, {MetalBar.copper: 1, MetalBar.iron: 1, MetalBar.gold: 1})
magnet = skill_recipe(Fishing.magnet, Skill.fishing, 9, {MetalBar.iron: 1})
bait = skill_recipe(Fishing.bait, Skill.fishing, 2, {Loot.bug_meat: 1})
deluxe_bait = skill_recipe(Fishing.deluxe_bait, Skill.fishing, 4, {Fishing.bait: 5, Material.moss: 2})
wild_bait = cutscene_recipe(Fishing.wild_bait, Region.tent, NPC.linus, 4, {Material.fiber: 10, Loot.bug_meat: 5, Loot.slime: 5})
magic_bait = ap_recipe(Fishing.magic_bait, {Ore.radioactive: 1, Loot.bug_meat: 3}, content_pack=ginger_island_content_pack.name)
crab_pot = skill_recipe(Machine.crab_pot, Skill.fishing, 3, {Material.wood: 40, MetalBar.iron: 3})
sturdy_ring = skill_recipe(Ring.sturdy_ring, Skill.combat, 1, {MetalBar.copper: 2, Loot.bug_meat: 25, Loot.slime: 25})
warrior_ring = skill_recipe(Ring.warrior_ring, Skill.combat, 4, {MetalBar.iron: 10, Material.coal: 25, Mineral.frozen_tear: 10})
ring_of_yoba = skill_recipe(Ring.ring_of_yoba, Skill.combat, 7, {MetalBar.gold: 5, MetalBar.iron: 5, Mineral.diamond: 1})
thorns_ring = skill_recipe(Ring.thorns_ring, Skill.combat, 7, {Fossil.bone_fragment: 50, Material.stone: 50, MetalBar.gold: 1}, content_pack=ginger_island_content_pack.name)
glowstone_ring = skill_recipe(Ring.glowstone_ring, Skill.mining, 4, {Loot.solar_essence: 5, MetalBar.iron: 5})
iridium_band = skill_recipe(Ring.iridium_band, Skill.combat, 9, {MetalBar.iridium: 5, Loot.solar_essence: 50, Loot.void_essence: 50})
wedding_ring = shop_recipe(Ring.wedding_ring, LogicRegion.traveling_cart, 500, {MetalBar.iridium: 5, Mineral.prismatic_shard: 1})
field_snack = skill_recipe(Edible.field_snack, Skill.foraging, 1, {TreeSeed.acorn: 1, TreeSeed.maple: 1, TreeSeed.pine: 1})
bug_steak = skill_recipe(Edible.bug_steak, Skill.combat, 1, {Loot.bug_meat: 10})
life_elixir = skill_recipe(Edible.life_elixir, Skill.combat, 2, {Mushroom.red: 1, Mushroom.purple: 1, Mushroom.morel: 1, Mushroom.chanterelle: 1})
oil_of_garlic = skill_recipe(Edible.oil_of_garlic, Skill.combat, 6, {Vegetable.garlic: 10, Ingredient.oil: 1})
monster_musk = special_order_recipe(Consumable.monster_musk, SpecialOrder.prismatic_jelly, {Loot.bat_wing: 30, Loot.slime: 30})
fairy_dust = quest_recipe(Consumable.fairy_dust, Quest.the_pirates_wife, {Mineral.diamond: 1, Flower.fairy_rose: 1}, content_pack=ginger_island_content_pack.name)
warp_totem_beach = skill_recipe(Consumable.warp_totem_beach, Skill.foraging, 6, {Material.hardwood: 1, WaterItem.coral: 2, Material.fiber: 10})
warp_totem_mountains = skill_recipe(Consumable.warp_totem_mountains, Skill.foraging, 7, {Material.hardwood: 1, MetalBar.iron: 1, Material.stone: 25})
warp_totem_farm = skill_recipe(Consumable.warp_totem_farm, Skill.foraging, 8, {Material.hardwood: 1, ArtisanGood.honey: 1, Material.fiber: 20})
warp_totem_desert = shop_trade_recipe(Consumable.warp_totem_desert, Region.desert, MetalBar.iridium, 10,
{Material.hardwood: 2, Forageable.coconut: 1, Ore.iridium: 4})
warp_totem_island = shop_recipe(Consumable.warp_totem_island, Region.volcano_dwarf_shop, 10000,
{Material.hardwood: 5, Forageable.dragon_tooth: 1, Forageable.ginger: 1}, content_pack=ginger_island_content_pack.name)
rain_totem = skill_recipe(Consumable.rain_totem, Skill.foraging, 9, {Material.hardwood: 1, ArtisanGood.truffle_oil: 1, ArtisanGood.pine_tar: 5})
torch = starter_recipe(Lighting.torch, {Material.wood: 1, Material.sap: 2})
campfire = starter_recipe(Lighting.campfire, {Material.stone: 10, Material.wood: 10, Material.fiber: 10})
wooden_brazier = shop_recipe(Lighting.wooden_brazier, Region.carpenter, 250, {Material.wood: 10, Material.coal: 1, Material.fiber: 5})
stone_brazier = shop_recipe(Lighting.stone_brazier, Region.carpenter, 400, {Material.stone: 10, Material.coal: 1, Material.fiber: 5})
gold_brazier = shop_recipe(Lighting.gold_brazier, Region.carpenter, 1000, {MetalBar.gold: 1, Material.coal: 1, Material.fiber: 5})
carved_brazier = shop_recipe(Lighting.carved_brazier, Region.carpenter, 2000, {Material.hardwood: 10, Material.coal: 1})
stump_brazier = shop_recipe(Lighting.stump_brazier, Region.carpenter, 800, {Material.hardwood: 5, Material.coal: 1})
barrel_brazier = shop_recipe(Lighting.barrel_brazier, Region.carpenter, 800, {Material.wood: 50, Loot.solar_essence: 1, Material.coal: 1})
skull_brazier = shop_recipe(Lighting.skull_brazier, Region.carpenter, 3000, {Fossil.bone_fragment: 10})
marble_brazier = shop_recipe(Lighting.marble_brazier, Region.carpenter, 5000, {Mineral.marble: 1, Mineral.aquamarine: 1, Material.stone: 100})
wood_lamp_post = shop_recipe(Lighting.wood_lamp_post, Region.carpenter, 500, {Material.wood: 50, ArtisanGood.battery_pack: 1})
iron_lamp_post = shop_recipe(Lighting.iron_lamp_post, Region.carpenter, 1000, {MetalBar.iron: 1, ArtisanGood.battery_pack: 1})
jack_o_lantern = festival_shop_recipe(Lighting.jack_o_lantern, LogicRegion.spirit_eve, 2000, {Vegetable.pumpkin: 1, Lighting.torch: 1})
bone_mill = special_order_recipe(Machine.bone_mill, SpecialOrder.fragments_of_the_past, {Fossil.bone_fragment: 10, Material.clay: 3, Material.stone: 20})
bait_maker = skill_recipe(Machine.bait_maker, Skill.fishing, 6, {MetalBar.iron: 3, WaterItem.coral: 3, WaterItem.sea_urchin: 1})
charcoal_kiln = skill_recipe(Machine.charcoal_kiln, Skill.foraging, 2, {Material.wood: 20, MetalBar.copper: 2})
crystalarium = skill_recipe(Machine.crystalarium, Skill.mining, 9, {Material.stone: 99, MetalBar.gold: 5, MetalBar.iridium: 2, ArtisanGood.battery_pack: 1})
# In-Game, the Furnace recipe is completely unique. It is the only recipe that is obtained in a cutscene after doing a skill-related action.
# So it has a custom source that needs both the craftsanity item from AP and the skill, if craftsanity is enabled.
furnace = skill_craftsanity_recipe(Machine.furnace, Skill.mining, 1, {Ore.copper: 20, Material.stone: 25})
geode_crusher = special_order_recipe(Machine.geode_crusher, SpecialOrder.cave_patrol, {MetalBar.gold: 2, Material.stone: 50, Mineral.diamond: 1})
mushroom_log = skill_recipe(Machine.mushroom_log, Skill.foraging, 4, {Material.hardwood: 10, Material.moss: 10})
heavy_tapper = ap_recipe(Machine.heavy_tapper, {Material.hardwood: 30, MetalBar.radioactive: 1}, content_pack=ginger_island_content_pack.name)
lightning_rod = skill_recipe(Machine.lightning_rod, Skill.foraging, 6, {MetalBar.iron: 1, MetalBar.quartz: 1, Loot.bat_wing: 5})
ostrich_incubator = ap_recipe(Machine.ostrich_incubator, {Fossil.bone_fragment: 50, Material.hardwood: 50, Currency.cinder_shard: 20}, content_pack=ginger_island_content_pack.name)
recycling_machine = skill_recipe(Machine.recycling_machine, Skill.fishing, 4, {Material.wood: 25, Material.stone: 25, MetalBar.iron: 1})
seed_maker = skill_recipe(Machine.seed_maker, Skill.farming, 9, {Material.wood: 25, Material.coal: 10, MetalBar.gold: 1})
slime_egg_press = skill_recipe(Machine.slime_egg_press, Skill.combat, 6, {Material.coal: 25, Mineral.fire_quartz: 1, ArtisanGood.battery_pack: 1})
slime_incubator = skill_recipe(Machine.slime_incubator, Skill.combat, 8, {MetalBar.iridium: 2, Loot.slime: 100})
solar_panel = special_order_recipe(Machine.solar_panel, SpecialOrder.island_ingredients, {MetalBar.quartz: 10, MetalBar.iron: 5, MetalBar.gold: 5})#, content_pack=ginger_island_content_pack.name) # If set this as a ginger island only recipe, the rule for battery packs will fail. It does OR on lightning rod and solar panel, even when GI is off
tapper = skill_recipe(Machine.tapper, Skill.foraging, 4, {Material.wood: 40, MetalBar.copper: 2})
worm_bin = skill_recipe(Machine.worm_bin, Skill.fishing, 4, {Material.hardwood: 25, MetalBar.gold: 1, MetalBar.iron: 1, Material.fiber: 50})
deluxe_worm_bin = skill_recipe(Machine.deluxe_worm_bin, Skill.fishing, 8, {Machine.worm_bin: 1, Material.moss: 30})
tub_o_flowers = festival_shop_recipe(Furniture.tub_o_flowers, LogicRegion.flower_dance, 2000,
{Material.wood: 15, Seed.tulip: 1, Seed.jazz: 1, Seed.poppy: 1, Seed.spangle: 1})
wicked_statue = shop_recipe(Furniture.wicked_statue, Region.sewer, 1000, {Material.stone: 25, Material.coal: 5})
flute_block = cutscene_recipe(Furniture.flute_block, Region.carpenter, NPC.robin, 6, {Material.wood: 10, Ore.copper: 2, Material.fiber: 20})
drum_block = cutscene_recipe(Furniture.drum_block, Region.carpenter, NPC.robin, 6, {Material.stone: 10, Ore.copper: 2, Material.fiber: 20})
chest = starter_recipe(Storage.chest, {Material.wood: 50})
stone_chest = special_order_recipe(Storage.stone_chest, SpecialOrder.robins_resource_rush, {Material.stone: 50})
big_chest = shop_recipe(Storage.big_chest, Region.carpenter, 5000, {Material.wood: 120, MetalBar.copper: 2})
big_stone_chest = shop_with_known_recipe_recipe(Storage.big_stone_chest, LogicRegion.mines_dwarf_shop, 5000, Storage.stone_chest, {Material.stone: 250})
wood_sign = starter_recipe(Sign.wood, {Material.wood: 25})
stone_sign = starter_recipe(Sign.stone, {Material.stone: 25})
dark_sign = friendship_recipe(Sign.dark, NPC.krobus, 3, {Loot.bat_wing: 5, Fossil.bone_fragment: 5})
text_sign = starter_recipe(Sign.text, {Material.wood: 25})
garden_pot = ap_recipe(Craftable.garden_pot, {Material.clay: 1, Material.stone: 10, MetalBar.quartz: 1}, "Greenhouse")
scarecrow = skill_recipe(Craftable.scarecrow, Skill.farming, 1, {Material.wood: 50, Material.coal: 1, Material.fiber: 20})
deluxe_scarecrow = ap_recipe(Craftable.deluxe_scarecrow, {Material.wood: 50, Material.fiber: 40, Ore.iridium: 1})
staircase = skill_recipe(Craftable.staircase, Skill.mining, 2, {Material.stone: 99})
explosive_ammo = skill_recipe(Craftable.explosive_ammo, Skill.combat, 8, {MetalBar.iron: 1, Material.coal: 2})
transmute_fe = skill_recipe(Craftable.transmute_fe, Skill.mining, 4, {MetalBar.copper: 3})
transmute_au = skill_recipe(Craftable.transmute_au, Skill.mining, 7, {MetalBar.iron: 2})
mini_jukebox = cutscene_recipe(Craftable.mini_jukebox, Region.saloon, NPC.gus, 5, {MetalBar.iron: 2, ArtisanGood.battery_pack: 1})
mini_obelisk = special_order_recipe(Craftable.mini_obelisk, SpecialOrder.a_curious_substance, {Material.hardwood: 30, Loot.solar_essence: 20, MetalBar.gold: 3})
farm_computer = special_order_recipe(Craftable.farm_computer, SpecialOrder.aquatic_overpopulation,
{Artifact.dwarf_gadget: 1, ArtisanGood.battery_pack: 1, MetalBar.quartz: 10})
hopper = ap_recipe(Craftable.hopper, {Material.hardwood: 10, MetalBar.iridium: 1, MetalBar.radioactive: 1}, content_pack=ginger_island_content_pack.name)
cookout_kit = skill_recipe(Craftable.cookout_kit, Skill.foraging, 3, {Material.wood: 15, Material.fiber: 10, Material.coal: 3})
tent_kit = skill_recipe(Craftable.tent_kit, Skill.foraging, 8, {Material.hardwood: 10, Material.fiber: 25, ArtisanGood.cloth: 1})
statue_of_blessings = mastery_recipe(Statue.blessings, Skill.farming, {Material.sap: 999, Material.fiber: 999, Material.stone: 999, Material.moss: 333})
statue_of_dwarf_king = mastery_recipe(Statue.dwarf_king, Skill.mining, {MetalBar.iridium: 20})
heavy_furnace = mastery_recipe(Machine.heavy_furnace, Skill.mining, {Machine.furnace: 2, MetalBar.iron: 3, Material.stone: 50})
mystic_tree_seed = mastery_recipe(TreeSeed.mystic, Skill.foraging, {TreeSeed.acorn: 5, TreeSeed.maple: 5, TreeSeed.pine: 5, TreeSeed.mahogany: 5})
treasure_totem = mastery_recipe(Consumable.treasure_totem, Skill.foraging, {Material.hardwood: 5, ArtisanGood.mystic_syrup: 1, Material.moss: 10})
challenge_bait = mastery_recipe(Fishing.challenge_bait, Skill.fishing, {Fossil.bone_fragment: 5, Material.moss: 2})
anvil = mastery_recipe(Machine.anvil, Skill.combat, {MetalBar.iron: 50})
mini_forge = mastery_recipe(Machine.mini_forge, Skill.combat, {Forageable.dragon_tooth: 5, MetalBar.iron: 10, MetalBar.gold: 10, MetalBar.iridium: 5}, content_pack=ginger_island_content_pack.name)
travel_charm = shop_recipe(ModCraftable.travel_core, Region.adventurer_guild, 250, {Loot.solar_essence: 1, Loot.void_essence: 1}, content_pack=ModNames.magic)
preservation_chamber = skill_recipe(ModMachine.preservation_chamber, ModSkill.archaeology, 1,
{MetalBar.copper: 1, Material.wood: 15, ArtisanGood.oak_resin: 10},
ModNames.archaeology)
restoration_table = skill_recipe(ModMachine.restoration_table, ModSkill.archaeology, 1, {Material.wood: 25, MetalBar.quartz: 1, MetalBar.iron: 1},
ModNames.archaeology)
preservation_chamber_h = skill_recipe(ModMachine.hardwood_preservation_chamber, ModSkill.archaeology, 6, {MetalBar.copper: 1, Material.hardwood: 15,
ArtisanGood.oak_resin: 10}, content_pack=ModNames.archaeology)
grinder = skill_recipe(ModMachine.grinder, ModSkill.archaeology, 2, {Artifact.rusty_cog: 4, MetalBar.iron: 5, ArtisanGood.battery_pack: 1},
ModNames.archaeology)
ancient_battery = skill_recipe(ModMachine.ancient_battery, ModSkill.archaeology, 7, {Material.stone: 40, Material.clay: 10, MetalBar.iron: 5},
ModNames.archaeology)
glass_brazier = skill_recipe(ModCraftable.glass_brazier, ModSkill.archaeology, 4, {Artifact.glass_shards: 10, Material.coal: 1, Material.fiber: 1}, content_pack=ModNames.archaeology)
glass_path = skill_recipe(ModFloor.glass_path, ModSkill.archaeology, 3, {Artifact.glass_shards: 2}, content_pack=ModNames.archaeology)
glass_fence = skill_recipe(ModCraftable.glass_fence, ModSkill.archaeology, 7, {Artifact.glass_shards: 2}, content_pack=ModNames.archaeology)
bone_path = skill_recipe(ModFloor.bone_path, ModSkill.archaeology, 4, {Fossil.bone_fragment: 2}, content_pack=ModNames.archaeology)
rust_path = skill_recipe(ModFloor.rusty_path, ModSkill.archaeology, 2, {ModTrash.rusty_scrap: 2}, content_pack=ModNames.archaeology)
rusty_brazier = skill_recipe(ModCraftable.rusty_brazier, ModSkill.archaeology, 3, {ModTrash.rusty_scrap: 10, Material.coal: 1, Material.fiber: 1},
ModNames.archaeology)
bone_fence = skill_recipe(ModCraftable.bone_fence, ModSkill.archaeology, 8, {Fossil.bone_fragment: 2}, content_pack=ModNames.archaeology)
water_sifter = skill_recipe(ModCraftable.water_sifter, ModSkill.archaeology, 8, {MetalBar.copper: 4, Material.fiber: 8}, content_pack=ModNames.archaeology)
wooden_display = skill_recipe(ModCraftable.wooden_display, ModSkill.archaeology, 1, {Material.wood: 25}, content_pack=ModNames.archaeology)
hardwood_display = skill_recipe(ModCraftable.hardwood_display, ModSkill.archaeology, 6, {Material.hardwood: 10}, content_pack=ModNames.archaeology)
lucky_ring = skill_recipe(Ring.lucky_ring, ModSkill.archaeology, 8, {Artifact.elvish_jewelry: 1, AnimalProduct.rabbit_foot: 5, Mineral.tigerseye: 1},
ModNames.archaeology)
volcano_totem = skill_recipe(ModConsumable.volcano_totem, ModSkill.archaeology, 9, {Material.cinder_shard: 5, Artifact.rare_disc: 1, Artifact.dwarf_gadget: 1},
ModNames.archaeology)
haste_elixir = shop_recipe(ModEdible.haste_elixir, SVERegion.alesia_shop, 35000, {Loot.void_essence: 35, ModLoot.void_soul: 5, Ingredient.sugar: 1,
Meal.spicy_eel: 1}, content_pack=ModNames.sve)
hero_elixir = shop_recipe(ModEdible.hero_elixir, SVERegion.isaac_shop, 65000, {ModLoot.void_pebble: 3, ModLoot.void_soul: 5, Ingredient.oil: 1,
Loot.slime: 10}, content_pack=ModNames.sve)
armor_elixir = shop_recipe(ModEdible.armor_elixir, SVERegion.alesia_shop, 50000, {Loot.solar_essence: 30, ModLoot.void_soul: 5, Ingredient.vinegar: 5,
Fossil.bone_fragment: 5}, content_pack=ModNames.sve)
ginger_tincture = friendship_recipe(ModConsumable.ginger_tincture, ModNPC.goblin, 4, {DistantLandsForageable.brown_amanita: 1, Forageable.ginger: 5,
Material.cinder_shard: 1, DistantLandsForageable.swamp_herb: 1},
content_pack=[ModNames.distant_lands, ginger_island_content_pack.name])
neanderthal_skeleton = shop_recipe(ModCraftable.neanderthal_skeleton, LogicRegion.mines_dwarf_shop, 5000,
{ModFossil.neanderthal_skull: 1, ModFossil.neanderthal_ribs: 1, ModFossil.neanderthal_pelvis: 1,
ModFossil.neanderthal_limb_bones: 1,
MetalBar.iron: 5, Material.hardwood: 10}, content_pack=ModNames.boarding_house)
pterodactyl_skeleton_l = shop_recipe(ModCraftable.pterodactyl_skeleton_l, LogicRegion.mines_dwarf_shop, 5000,
{ModFossil.pterodactyl_phalange: 1, ModFossil.pterodactyl_skull: 1, ModFossil.pterodactyl_l_wing_bone: 1,
MetalBar.iron: 10, Material.hardwood: 15}, content_pack=ModNames.boarding_house)
pterodactyl_skeleton_m = shop_recipe(ModCraftable.pterodactyl_skeleton_m, LogicRegion.mines_dwarf_shop, 5000,
{ModFossil.pterodactyl_phalange: 1, ModFossil.pterodactyl_vertebra: 1, ModFossil.pterodactyl_ribs: 1,
MetalBar.iron: 10, Material.hardwood: 15}, content_pack=ModNames.boarding_house)
pterodactyl_skeleton_r = shop_recipe(ModCraftable.pterodactyl_skeleton_r, LogicRegion.mines_dwarf_shop, 5000,
{ModFossil.pterodactyl_phalange: 1, ModFossil.pterodactyl_claw: 1, ModFossil.pterodactyl_r_wing_bone: 1,
MetalBar.iron: 10, Material.hardwood: 15}, content_pack=ModNames.boarding_house)
trex_skeleton_l = shop_recipe(ModCraftable.trex_skeleton_l, LogicRegion.mines_dwarf_shop, 5000,
{ModFossil.dinosaur_vertebra: 1, ModFossil.dinosaur_tooth: 1, ModFossil.dinosaur_skull: 1,
MetalBar.iron: 10, Material.hardwood: 15}, content_pack=ModNames.boarding_house)
trex_skeleton_m = shop_recipe(ModCraftable.trex_skeleton_m, LogicRegion.mines_dwarf_shop, 5000,
{ModFossil.dinosaur_vertebra: 1, ModFossil.dinosaur_ribs: 1, ModFossil.dinosaur_claw: 1,
MetalBar.iron: 10, Material.hardwood: 15}, content_pack=ModNames.boarding_house)
trex_skeleton_r = shop_recipe(ModCraftable.trex_skeleton_r, LogicRegion.mines_dwarf_shop, 5000,
{ModFossil.dinosaur_vertebra: 1, ModFossil.dinosaur_femur: 1, ModFossil.dinosaur_pelvis: 1,
MetalBar.iron: 10, Material.hardwood: 15}, content_pack=ModNames.boarding_house)
bouquet = skill_recipe(Gift.bouquet, ModSkill.socializing, 3, {Flower.tulip: 3}, content_pack=ModNames.socializing_skill)
trash_bin = skill_recipe(ModMachine.trash_bin, ModSkill.binning, 2, {Material.stone: 30, MetalBar.iron: 2}, content_pack=ModNames.binning_skill)
composter = skill_recipe(ModMachine.composter, ModSkill.binning, 4, {Material.wood: 70, Material.sap: 20, Material.fiber: 30}, content_pack=ModNames.binning_skill)
recycling_bin = skill_recipe(ModMachine.recycling_bin, ModSkill.binning, 7, {MetalBar.iron: 3, Material.fiber: 10, MetalBar.gold: 2}, content_pack=ModNames.binning_skill)
advanced_recycling_machine = skill_recipe(ModMachine.advanced_recycling_machine, ModSkill.binning, 9,
{MetalBar.iridium: 5, ArtisanGood.battery_pack: 2, MetalBar.quartz: 10}, content_pack=ModNames.binning_skill)
coppper_slot_machine = skill_recipe(ModMachine.copper_slot_machine, ModSkill.luck, 2, {MetalBar.copper: 15, Material.stone: 1, Material.wood: 1,
Material.fiber: 1, Material.sap: 1, Loot.slime: 1,
Forageable.salmonberry: 1, Material.clay: 1, Trash.joja_cola: 1}, content_pack=ModNames.luck_skill)
gold_slot_machine = skill_recipe(ModMachine.gold_slot_machine, ModSkill.luck, 4, {MetalBar.gold: 15, ModMachine.copper_slot_machine: 1}, content_pack=ModNames.luck_skill)
iridium_slot_machine = skill_recipe(ModMachine.iridium_slot_machine, ModSkill.luck, 6, {MetalBar.iridium: 15, ModMachine.gold_slot_machine: 1}, content_pack=ModNames.luck_skill)
radioactive_slot_machine = skill_recipe(ModMachine.radioactive_slot_machine, ModSkill.luck, 8, {MetalBar.radioactive: 15, ModMachine.iridium_slot_machine: 1}, content_pack=ModNames.luck_skill)
all_crafting_recipes_by_name = {recipe.item: recipe for recipe in all_crafting_recipes}