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Stardew Valley 6.x.x: The Content Update #3478
Stardew Valley 6.x.x: The Content Update #3478
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I've reread everything and cleaned up a bit. Only two things I could not answer myself.
LGTM!
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I went over all of the code again, made a few comments for Jouramie and myself to look at, then it would be an approval if my opinion was allowed
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LGTM. Only skimmed the tests
stuff, but everything else seems sound. Pointed out a couple small things, but overall looks good to go.
This reverts commit fad1a6a.
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Looked it over and didn't see anything offensive; I guess this is the part where I trust that this will explode main as soon I hit merge.
@Berserker66 Vi was requested by mistake, but I will ask that you don't hit merge yet, as a couple mod-related bugs were found yesterday and are being addressed in agilbert1412#25. |
Or, if it is your preference, we can merge here and retarget the other PR towards AP main. That is also okay with me |
Add Recipes, Fix Names, Take Names
Alright @Berserker66 the side PR has been merged, so you're free to do what you want :) |
Update Stardew Valley to Major Version 6.x.x - The Content Update
What is this fixing or adding?
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
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
How was this tested?
As always, we have added relevant unit tests to all of our use cases, within reason, and maintained the already extensive test suite. Furthermore, bugs are made less likely by the fact that most of the changes in this update are purely mod-side, due to the massive changes to the vanilla game, its engine and its code. The apworld changes, in comparison, are pretty minuscule.
We have also been hosting a public opt-in beta in the Archipelago Discord, where a number of players have been playing a very high number of randomized games over the past two months. They have been a massive help in finding and squishing bugs on both sides. Plus, a few private beta tests have also been run, that I am aware of.
Mods and check count
The check count for the vanilla game has increased from ([Minimum-Default-Maximum]) 76-422-1956 to 85-491-2238, but the check count for modded games has instead decreased, due to 11 mods out of our 26 not having received a 1.6 Update, and being deprecated in this version.
We have maintained their code in the apworld (items, locations and logic), because we expect them to eventually update to 1.6, but they have been temporarily disabled from generating games, so that players cannot generate games that could then not be played properly.