# Q. What is this file? # A. This file contains options which allow you to configure your multiworld experience while allowing # others to play how they want as well. # # Q. How do I use it? # A. The options in this file are weighted. This means the higher number you assign to a value, the # more chances you have for that option to be chosen. For example, an option like this: # # map_shuffle: # on: 5 # off: 15 # # Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned # off. # # Q. I've never seen a file like this before. What characters am I allowed to use? # A. This is a .yaml file. You are allowed to use most characters. # To test if your yaml is valid or not, you can use this website: # http://www.yamllint.com/ # You can also verify that your Archipelago options are valid at this site: # https://archipelago.gg/check # Your name in-game, limited to 16 characters. # {player} will be replaced with the player's slot number. # {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1. # {number} will be replaced with the counter value of the name. # {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1. name: PuzzlerFactorio # Used to describe your yaml. Useful if you have multiple files. description: Default Factorio Template game: Factorio requires: version: 0.6.1 # Version of Archipelago required for this yaml to work as expected. Factorio: # Game Options progression_balancing: # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. # # A lower setting means more getting stuck. A higher setting means less getting stuck. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 random: 0 random-low: 0 random-high: 0 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 accessibility: # Set rules for reachability of your items/locations. # # **Full:** ensure everything can be reached and acquired. # # **Minimal:** ensure what is needed to reach your goal can be acquired. full: 50 minimal: 0 max_science_pack: # Maximum level of science pack required to complete the game. # This also affects the relative cost of silo and satellite recipes if they are randomized. # That is the only thing in which the Utility Science Pack and Space Science Pack settings differ. automation_science_pack: 0 logistic_science_pack: 0 military_science_pack: 0 chemical_science_pack: 0 production_science_pack: 0 utility_science_pack: 0 space_science_pack: 50 goal: # Goal required to complete the game. rocket: 50 satellite: 0 silo: # Ingredients to craft rocket silo or auto-place if set to spawn. vanilla: 0 randomize_recipe: 50 spawn: 0 satellite: # Ingredients to craft satellite. vanilla: 50 randomize_recipe: 0 free_samples: # Get free items with your technologies. none: 0 single_craft: 0 half_stack: 0 stack: 50 free_samples_quality: # If free samples are on, determine the quality of the granted items. # Requires the quality mod, which is part of the Space Age DLC. Without it, normal quality is given. normal: 50 uncommon: 0 rare: 0 epic: 0 legendary: 0 starting_items: # Mapping of Factorio internal item-name to amount granted on start. burner-mining-drill: 4 raw-fish: 50 stone-furnace: 4 free_sample_blacklist: # Set of items that should never be granted from Free Samples [] free_sample_whitelist: # Overrides any free sample blacklist present. This may ruin the balance of the mod, be warned. [] recipe_time: # Randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc. # Fast: 0.25X - 1X # Normal: 0.5X - 2X # Slow: 1X - 4X # Chaos: 0.25X - 4X # New category: ignores vanilla recipe time and rolls new one # New Fast: 0.25 - 2 seconds # New Normal: 0.25 - 10 seconds # New Slow: 5 - 10 seconds vanilla: 50 fast: 0 normal: 0 slow: 0 chaos: 0 new_fast: 0 new_normal: 0 new_slow: 0 recipe_ingredients: # Select if rocket, or rocket + science pack ingredients should be random. rocket: 50 science_pack: 0 recipe_ingredients_offset: # When randomizing ingredients, remove or add this many "slots" of items. # For example, at -1 a randomized Automation Science Pack will only require 1 ingredient, instead of 2. # # You can define additional values between the minimum and maximum values. # Minimum value is -1 # Maximum value is 5 0: 50 random: 0 random-low: 0 random-high: 0 imported_blueprints: # Allow or Disallow Blueprints from outside the current savegame. 'false': 0 'true': 50 world_gen: # World Generation settings. Overview of options at https://wiki.factorio.com/Map_generator, # with in-depth documentation at https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings autoplace_controls: coal: frequency: 1 richness: 6 size: 6 copper-ore: frequency: 1 richness: 6 size: 6 crude-oil: frequency: 1 richness: 6 size: 6 enemy-base: frequency: 1 richness: 1 size: 1 iron-ore: frequency: 1 richness: 6 size: 6 nauvis_cliff: frequency: 1 richness: 1 size: 1 starting_area_moisture: frequency: 1 richness: 1 size: 1 stone: frequency: 1 richness: 6 size: 6 trees: frequency: 1 richness: 1 size: 1 uranium-ore: frequency: 1 richness: 6 size: 6 water: frequency: 1 richness: 1 size: 1 cliff_settings: cliff_elevation_0: 10 cliff_elevation_interval: 40 name: cliff richness: 1 enemy_evolution: destroy_factor: 0.002 enabled: true pollution_factor: 9.0e-07 time_factor: 4.0e-06 enemy_expansion: enabled: true max_expansion_cooldown: 216000 max_expansion_distance: 7 min_expansion_cooldown: 14400 settler_group_max_size: 20 settler_group_min_size: 5 peaceful_mode: true pollution: ageing: 1 diffusion_ratio: 0.02 enabled: true enemy_attack_pollution_consumption_modifier: 1 min_pollution_to_damage_trees: 60 pollution_restored_per_tree_damage: 10 property_expression_names: control-setting:aux:bias: 0 control-setting:aux:frequency:multiplier: 1 control-setting:moisture:bias: 0 control-setting:moisture:frequency:multiplier: 1 seed: null starting_area: 1 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 energy_link: # Allow sending energy to other worlds. 25% of the energy is lost in the transfer. 'false': 0 'true': 50 # Technologies tech_tree_layout: # Selects how the tech tree nodes are interwoven. # Single: No dependencies # Diamonds: Several grid graphs (4/9/16 nodes each) # Pyramids: Several top halves of diamonds (6/10/15 nodes each) # Funnels: Several bottom halves of diamonds (6/10/15 nodes each) # Trees: Several trees # Choices: A single balanced binary tree single: 0 small_diamonds: 10 medium_diamonds: 10 large_diamonds: 10 small_pyramids: 10 medium_pyramids: 10 large_pyramids: 10 small_funnels: 10 medium_funnels: 10 large_funnels: 10 trees: 10 choices: 0 progressive: # Merges together Technologies like "automation-1" to "automation-3" into 3 copies of "Progressive Automation", # which awards them in order. 'off': 0 grouped_random: 0 'on': 50 min_tech_cost: # The cheapest a Technology can be in Science Packs. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 10000 5: 50 random: 0 random-low: 0 random-high: 0 max_tech_cost: # The most expensive a Technology can be in Science Packs. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 10000 500: 50 random: 0 random-low: 0 random-high: 0 tech_cost_distribution: # Random distribution of costs of the Science Packs. # Even: any number between min and max is equally likely. # Low: low costs, near the minimum, are more likely. # Middle: medium costs, near the average, are more likely. # High: high costs, near the maximum, are more likely. even: 50 low: 0 middle: 0 high: 0 tech_cost_mix: # Percent chance that a preceding Science Pack is also required. # Chance is rolled per preceding pack. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 70: 50 random: 0 random-low: 0 random-high: 0 ramping_tech_costs: # Forces the amount of Science Packs required to ramp up with the highest involved Pack. Average is preserved. # For example: # off: Automation (red)/Logistics (green) sciences can range from 1 to 1000 Science Packs, # on: Automation (red) ranges to ~500 packs and Logistics (green) from ~500 to 1000 Science Packs 'false': 50 'true': 0 tech_tree_information: # How much information should be displayed in the tech tree. # None: No indication of what a research unlocks. # Advancement: Indicates if a research unlocks an item that is considered logical advancement, but not who it is for. # Full: Labels with exact names and recipients of unlocked items; all researches are prefilled into the !hint command. none: 0 advancement: 0 full: 50 # Traps attack_traps: # Trap items that when received trigger an attack on your base. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 0 random-low: 0 random-high: 0 evolution_traps: # Trap items that when received increase the enemy evolution. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 0: 50 random: 0 random-low: 0 random-high: 0 evolution_trap_increase: # How much an Evolution Trap increases the enemy evolution. # Increases scale down proportionally to the session's current evolution factor # (40 increase at 0.50 will add 0.20... 40 increase at 0.75 will add 0.10...) # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 100 10: 50 random: 0 random-low: 0 random-high: 0 teleport_traps: # Trap items that when received trigger a random teleport. # It is ensured the player can walk back to where they got teleported from. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 1 random-low: 0 random-high: 0 grenade_traps: # Trap items that when received trigger a grenade explosion on each player. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 1 random-low: 0 random-high: 0 cluster_grenade_traps: # Trap items that when received trigger a cluster grenade explosion on each player. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 1 random-low: 0 random-high: 0 artillery_traps: # Trap items that when received trigger an artillery shell on each player. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 1 random-low: 0 random-high: 0 atomic_rocket_traps: # Trap items that when received trigger an atomic rocket explosion on each player. # Warning: there is no warning. The launch is instantaneous. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 1 random-low: 0 random-high: 0 atomic_cliff_remover_traps: # Trap items that when received trigger an atomic rocket explosion on a random cliff. # Warning: there is no warning. The launch is instantaneous. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 1 random-low: 0 random-high: 0 inventory_spill_traps: # Trap items that when received trigger dropping your main inventory and trash inventory onto the ground. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 1 random-low: 0 random-high: 0 # Item & Location Options local_items: # Forces these items to be in their native world. [] non_local_items: # Forces these items to be outside their native world. [] start_inventory: # Start with these items. {} start_inventory_from_pool: # Start with these items and don't place them in the world. # # The game decides what the replacement items will be. {} start_hints: # Start with these item's locations prefilled into the ``!hint`` command. [] start_location_hints: # Start with these locations and their item prefilled into the ``!hint`` command. [] exclude_locations: # Prevent these locations from having an important item. [] priority_locations: # Prevent these locations from having an unimportant item. [] item_links: # Share part of your item pool with other players. []