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The Archaeology Update (and let some other mods in they're cool) #23

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Witchybun
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@Witchybun Witchybun commented Jun 5, 2024

Fixes up some things with how Archaeology 1.6 functions:

  • Fixes recipe level assumptions; the levels you learn recipes were shuffled up a lot.
  • Add new crafting and cooking recipes from Archaeology.
  • Add rules for a new book and some rust...?
  • Remove some mods from the banlist; there's already work to make sure they work in the client.

Was tested by:

  • Running stardew tests short.
  • Generating a game with Archaeology rest default
  • Generate a game with Archaeology with all on cooksanity, chefsanity, craftsanity

@Witchybun Witchybun requested a review from agilbert1412 as a code owner June 5, 2024 00:52
@agilbert1412 agilbert1412 requested a review from Jouramie June 5, 2024 00:54
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All looks good to me, but I'll wait for @Jouramie 's opinion on the content pack change. i'm not fully comfortable with them yet

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LGTM, nothing really blocking

I noticed rusty_scrap and rocky_root don't have the same name as their value. Is this intentional?

worlds/stardew_valley/content/mods/archeology.py Outdated Show resolved Hide resolved
worlds/stardew_valley/strings/craftable_names.py Outdated Show resolved Hide resolved
worlds/stardew_valley/strings/craftable_names.py Outdated Show resolved Hide resolved
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Looks good to me @Jouramie

@agilbert1412 agilbert1412 merged commit 57745ff into agilbert1412:StardewValley/6.x.x Jun 6, 2024
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agilbert1412 pushed a commit that referenced this pull request Dec 8, 2024
* Fully updates requirements.py to live LADXR (#19)

* Updates dungeon2.py to LADXR-Live (#20)

No logic changes or bugfix are in this file. It is only code cleanup.

* Update dungeon1.py (#21)

- The Three of a Kind with Bomb is moved from Normal to Hard Logic

The rest is code cleanup.

lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference

* Fully updates dungeon3.py to LADXR-live (#22)

Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot

Everything else is cleanup.

* Fully update dungeon4.py to LADXR-live logic (#23)

Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam

The rest is code cleanup

* Updates dungeon5.py mostly to LADXR-Live Logic (#24)

Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)

The rest is cleanup.

The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69

* Fully update dungeon6.py logic (#25)

Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases

Everything else is cleanup

* Fully update dungeon7.py to LADXR-live logic (#26)

Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only

Everything else is code cleanup

* Fully updates dungeon8.py to LADXR-live (#27)

Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way


The rest is code cleanup

* Fully update dungeonColor.py to LADXR-live (ArchipelagoMW#28)

Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs

Everything else is code cleanup

* Updating overworld.py (ArchipelagoMW#29)

* Updating overworld.py

This tries to update all logic of the Overworld.

Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps

I stopped counting and need to go over this again.

Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.

* remove featherless fisher under bridge from hard

it was moved to hell upstream and its already present in our code

---------

Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>

* fixes

* add test messages

* Adds Pegasus Boots to the test (ArchipelagoMW#31)

* Fix d6 boss_key logic (ArchipelagoMW#30)

* restore hardmode logic

* higher logic fixes

* add bush requirement to the raft
in case the player needs to farm rupees to play again

---------

Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
agilbert1412 pushed a commit that referenced this pull request Jan 18, 2025
* Fix certain items not being added to slot data

* Change where items get added to slot data

* Add initial grass randomizer stuff

* Fix rules

* Update grass.py

Improve location names

* Remove wand and gun from logic

* Update __init__.py

* Fix logic for two pieces of grass in atoll

* Make early bushes only contain grass

* Backport changes to grass rando (#20)

* Backport changes to grass rando

* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance

* Remove item name group for grass

* Update grass rando option descriptions

- Also ignore grass fill for single player games

* Ignore grass fill option for solo rando

* Update er_rules.py

* Fix pre fill issue

* Remove duplicate option

* Add excluded grass locations back

* Hide grass fill option from simple ui options page

* Check for start with sword before setting grass rules

* Update worlds/tunic/options.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Exclude grass from get_filler_item_name

- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen

* Update worlds/tunic/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Apply suggestions from code review

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* change the rest of grass_fill to local_fill

* Filter out grass from filler_items

* remove -> discard

* Update worlds/tunic/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* change has_stick to has_melee

* Update grass list with combat logic regions

* More fixes from combat logic merge

* Fix some dumb stuff (#21)

* Reorganize pre fill for grass

* Update option value passthrough

* Update __init__.py

* Fix region name

* Make separate pools for the grass and non-grass fills (#22)

* Make separate pools for the grass and non-grass fills

* Update worlds/tunic/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Fix those things in the PR (#23)

* Use excludable property

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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3 participants