--- # 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: PuzzlerFarmer # Used to describe your yaml. Useful if you have multiple files. description: Default Stardew Valley Template game: Stardew Valley requires: version: 0.6.1 # Version of Archipelago required for this yaml to work as expected. Stardew Valley: # General goal: # Goal for this playthrough # Community Center: Complete the Community Center # Grandpa's Evaluation: 4 lit candles in Grandpa's evaluation # Bottom of the Mines: Reach level 120 in the mines # Cryptic Note: Complete the quest "Cryptic Note" (Skull Cavern Floor 100) # Master Angler: Catch every fish. Adapts to Fishsanity # Complete Collection: Complete the museum collection # Full House: Get married and have 2 children # Greatest Walnut Hunter: Find 130 Golden Walnuts. Pairs well with Walnutsanity # Protector of the Valley: Complete the monster slayer goals. Adapts to Monstersanity # Full Shipment: Ship every item. Adapts to Shipsanity # Gourmet Chef: Cook every recipe. Adapts to Cooksanity # Craft Master: Craft every item # Legend: Earn 10 000 000g # Mystery of the Stardrops: Find every stardrop # Allsanity: Complete every check in your slot # Perfection: Attain Perfection community_center: 50 grandpa_evaluation: 0 bottom_of_the_mines: 0 cryptic_note: 0 master_angler: 0 complete_collection: 0 full_house: 0 greatest_walnut_hunter: 0 protector_of_the_valley: 0 full_shipment: 0 gourmet_chef: 0 craft_master: 0 legend: 0 mystery_of_the_stardrops: 0 allsanity: 0 perfection: 0 farm_type: # What farm to play on? # Custom farms are not supported standard: 0 riverland: 0 forest: 0 hill_top: 0 wilderness: 0 four_corners: 0 beach: 0 meadowlands: 0 random: 50 bundle_randomization: # What items are needed for the community center bundles? # Vanilla: Standard bundles from the vanilla game # Thematic: Every bundle will require random items compatible with their original theme # Remixed: Picks bundles at random from thematic, vanilla remixed and new custom ones # Remixed Anywhere: Remixed, but bundles are not locked to specific rooms. # Shuffled: Every bundle will require random items and follow no particular structure vanilla: 0 thematic: 0 remixed: 50 remixed_anywhere: 0 shuffled: 0 bundle_price: # How many items are needed for the community center bundles? # Minimum: Every bundle will require only one item # Very Cheap: Every bundle will require 2 items fewer than usual # Cheap: Every bundle will require 1 item fewer than usual # Normal: Every bundle will require the vanilla number of items # Expensive: Every bundle will require 1 extra item # Very Expensive: Every bundle will require 2 extra items # Maximum: Every bundle will require many extra items minimum: 0 very_cheap: 0 cheap: 50 normal: 0 expensive: 0 very_expensive: 0 maximum: 0 entrance_randomization: # Should area entrances be randomized? # Disabled: No entrance randomization is done # Pelican Town: Only doors in the main town area are randomized with each other # Non Progression: Only entrances that are always available are randomized with each other # Buildings: All entrances that allow you to enter a building are randomized with each other # Buildings Without House: Buildings, but excluding the farmhouse # Chaos: Same as "Buildings", but the entrances get reshuffled every single day! disabled: 50 pelican_town: 0 non_progression: 0 buildings_without_house: 0 buildings: 0 chaos: 0 exclude_ginger_island: # Exclude Ginger Island? # This option will forcefully exclude everything related to Ginger Island from the slot. # If you pick a goal that requires Ginger Island, this option will get forced to 'false' 'false': 50 'true': 0 # Major Unlocks season_randomization: # Should seasons be randomized? # Disabled: Start in Spring with all seasons unlocked. # Randomized: Start in a random season and the other 3 must be unlocked randomly. # Randomized Not Winter: Same as randomized, but the start season is guaranteed not to be winter. # Progressive: Start in Spring and unlock the seasons in their original order. disabled: 0 randomized: 0 randomized_not_winter: 50 progressive: 0 cropsanity: # Pierre now sells a random amount of seasonal seeds and Joja sells them without season requirements, but only in huge packs. # Disabled: All the seeds are unlocked from the start, there are no location checks for growing and harvesting crops # Enabled: Seeds are unlocked as archipelago items, for each seed there is a location check for growing and harvesting that crop disabled: 0 enabled: 50 backpack_progression: # Shuffle the backpack? # Vanilla: You can buy backpacks at Pierre's General Store. # Progressive: You will randomly find Progressive Backpack upgrades. # Early Progressive: Same as progressive, but one backpack will be placed early in the multiworld. vanilla: 0 progressive: 0 early_progressive: 50 tool_progression: # Shuffle the tool upgrades? # Vanilla: Clint will upgrade your tools with metal bars. # Progressive: Your tools upgrades are randomized. # Cheap: Tool Upgrades have a 60% discount # Very Cheap: Tool Upgrades have an 80% discount vanilla: 0 progressive: 0 vanilla_cheap: 0 vanilla_very_cheap: 0 progressive_cheap: 50 progressive_very_cheap: 0 elevator_progression: # Shuffle the elevator? # Vanilla: Reaching a mineshaft floor unlocks the elevator for it # Progressive: You will randomly find Progressive Mine Elevators to go deeper. # Progressive from previous floor: Same as progressive, but you cannot use the elevator to check elevator locations. # You must reach elevator floors on your own. vanilla: 0 progressive: 0 progressive_from_previous_floor: 50 skill_progression: # Shuffle skill levels? # Vanilla: Leveling up skills is normal # Progressive: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are excluded # With Masteries: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are included vanilla: 0 progressive: 0 progressive_with_masteries: 50 building_progression: # Shuffle Carpenter Buildings? # Vanilla: You can buy each building normally. # Progressive: You will receive the buildings and will be able to build the first one of each type for free, # once it is received. If you want more of the same building, it will cost the vanilla price. # Cheap: Buildings will have a 50% discount # Very Cheap: Buildings will an 80% discount vanilla: 0 vanilla_cheap: 0 vanilla_very_cheap: 0 progressive: 0 progressive_cheap: 50 progressive_very_cheap: 0 # Extra Shuffling festival_locations: # Shuffle Festival Activities? # Disabled: You do not need to attend festivals # Easy: Every festival has checks, but they are easy and usually only require attendance # Hard: Festivals have more checks, and many require performing well, not just attending disabled: 0 easy: 50 hard: 0 arcade_machine_locations: # Shuffle the arcade machines? # Disabled: The arcade machines are not included. # Victories: Each Arcade Machine will contain one check on victory # Victories Easy: Same as Victories, but both games are made considerably easier. # Full Shuffling: The arcade machines will contain multiple checks each, and different buffs that make the game # easier are in the item pool. Junimo Kart has one check at the end of each level. # Journey of the Prairie King has one check after each boss, plus one check for each vendor equipment. disabled: 0 victories: 0 victories_easy: 0 full_shuffling: 50 special_order_locations: # Shuffle Special Orders? # Vanilla: The special orders are not included in the Archipelago shuffling. You may need to complete some of them anyway for their vanilla rewards # Board Only: The Special Orders on the board in town are location checks # Board and Qi: The Special Orders from Mr Qi's walnut room are checks, in addition to the board in town # Short: All Special Order requirements are reduced by 40% # Very Short: All Special Order requirements are reduced by 80% vanilla: 0 board: 0 board_qi: 0 vanilla_short: 0 board_short: 50 board_qi_short: 0 vanilla_very_short: 0 board_very_short: 0 board_qi_very_short: 0 quest_locations: # Include location checks for quests # None: No quests are checks # Story: Only story quests are checks # Number: Story quests and help wanted quests are checks up to the specified amount. Multiple of 7 recommended # Out of every 7 help wanted quests, 4 will be item deliveries, and then 1 of each for: Fishing, Gathering and Slaying Monsters. # Extra Help wanted quests might be added if current settings don't have enough locations # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 56 random: 0 random-low: 0 random-high: 0 none: 0 # equivalent to -1 story: 0 # equivalent to 0 minimum: 50 # equivalent to 7 normal: 0 # equivalent to 14 lots: 0 # equivalent to 28 maximum: 0 # equivalent to 56 fishsanity: # Locations for catching each fish the first time? # None: There are no locations for catching fish # Legendaries: Each of the 5 legendary fish are checks, plus the extended family if qi board is turned on # Special: A curated selection of strong fish are checks # Randomized: A random selection of fish are checks # All: Every single fish in the game is a location that contains an item. # Exclude Legendaries: Every fish except legendaries # Exclude Hard Fish: Every fish under difficulty 80 # Only Easy Fish: Every fish under difficulty 50 none: 0 legendaries: 0 special: 0 randomized: 0 all: 0 exclude_legendaries: 0 exclude_hard_fish: 50 only_easy_fish: 0 museumsanity: # Locations for museum donations? # None: There are no locations for donating artifacts and minerals to the museum # Milestones: The donation milestones from the vanilla game are checks # Randomized: A random selection of minerals and artifacts are checks # All: Every single donation is a check none: 0 milestones: 0 randomized: 0 all: 50 friendsanity: # Shuffle Friendships? # None: Friendship hearts are earned normally # Bachelors: Hearts with bachelors are shuffled # Starting NPCs: Hearts for NPCs available immediately are shuffled # All: Hearts for all npcs are shuffled, including Leo, Kent, Sandy, etc # All With Marriage: All hearts for all npcs are shuffled, including romance hearts up to 14 when applicable none: 0 bachelors: 0 starting_npcs: 0 all: 50 all_with_marriage: 0 friendsanity_heart_size: # If using friendsanity, how many hearts are received per heart item, and how many hearts must be earned to send a check # A higher value will lead to fewer heart items in the item pool, reducing bloat # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 8 4: 50 random: 0 random-low: 0 random-high: 0 monstersanity: # Locations for slaying monsters? # None: There are no checks for slaying monsters # One per category: Every category visible at the adventure guild gives one check # One per Monster: Every unique monster gives one check # Monster Eradication Goals: The Monster Eradication Goals each contain one check # Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 60% # Very Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 90% # Progressive Eradication Goals: The Monster Eradication Goals each contain 5 checks, each 20% of the way # Split Eradication Goals: The Monster Eradication Goals are split by monsters, each monster has one check none: 0 one_per_category: 50 one_per_monster: 0 goals: 0 short_goals: 0 very_short_goals: 0 progressive_goals: 0 split_goals: 0 shipsanity: # Locations for shipping items? # None: There are no checks for shipping items # Crops: Every crop and forageable being shipped is a check # Fish: Every fish being shipped is a check except legendaries # Full Shipment: Every item in the Collections page is a check # Full Shipment With Fish: Every item in the Collections page and every fish is a check # Everything: Every item in the game that can be shipped is a check none: 0 crops: 0 fish: 0 full_shipment: 0 full_shipment_with_fish: 50 everything: 0 cooksanity: # Locations for cooking food? # None: There are no checks for cooking # Queen of Sauce: Every Queen of Sauce Recipe can be cooked for a check # All: Every cooking recipe can be cooked for a check none: 0 queen_of_sauce: 0 all: 50 chefsanity: # Locations for learning cooking recipes? # Vanilla: All cooking recipes are learned normally # Queen of Sauce: Every Queen of sauce episode is a check, all queen of sauce recipes are items # Purchases: Every purchasable recipe is a check # Friendship: Recipes obtained from friendship are checks # Skills: Recipes obtained from skills are checks # All: Learning every cooking recipe is a check # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 15 random: 0 random-low: 0 random-high: 0 none: 0 # equivalent to 0 queen_of_sauce: 0 # equivalent to 1 purchases: 0 # equivalent to 2 qos_and_purchases: 0 # equivalent to 3 skills: 0 # equivalent to 4 friendship: 0 # equivalent to 8 all: 50 # equivalent to 15 craftsanity: # Checks for crafting items? # If enabled, all recipes purchased in shops will be checks as well. # Recipes obtained from other sources will depend on their respective archipelago settings none: 50 all: 0 booksanity: # Shuffle Books? # None: All books behave like vanilla # Power: Power books are turned into checks # Power and Skill: Power and skill books are turned into checks. # All: Lost books are also included in the shuffling none: 0 power: 0 power_skill: 0 all: 50 walnutsanity: # Shuffle walnuts? # Puzzles: Walnuts obtained from solving a special puzzle or winning a minigame # Bushes: Walnuts that are in a bush and can be collected by clicking it # Dig Spots: Walnuts that are underground and must be digged up. Includes Journal scrap walnuts # Repeatables: Random chance walnuts from normal actions (fishing, farming, combat, etc) [] # Multipliers and Buffs starting_money: # Amount of gold when arriving at the farm. # Set to -1 or unlimited for infinite money # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 50000 random: 0 random-low: 0 random-high: 0 unlimited: 0 # equivalent to -1 vanilla: 0 # equivalent to 500 extra: 0 # equivalent to 2000 rich: 0 # equivalent to 5000 very rich: 0 # equivalent to 20000 filthy rich: 50 # equivalent to 50000 profit_margin: # Multiplier over all gold earned in-game by the player. # # You can define additional values between the minimum and maximum values. # Minimum value is 25 # Maximum value is 400 random: 0 random-low: 0 random-high: 0 quarter: 0 # equivalent to 25 half: 0 # equivalent to 50 normal: 0 # equivalent to 100 double: 50 # equivalent to 200 triple: 0 # equivalent to 300 quadruple: 0 # equivalent to 400 experience_multiplier: # How fast you want to earn skill experience. # A lower setting mean less experience. # A higher setting means more experience. # # You can define additional values between the minimum and maximum values. # Minimum value is 25 # Maximum value is 800 random: 0 random-low: 0 random-high: 0 half: 0 # equivalent to 50 vanilla: 0 # equivalent to 100 double: 0 # equivalent to 200 triple: 50 # equivalent to 300 quadruple: 0 # equivalent to 400 friendship_multiplier: # How fast you want to earn friendship points with villagers. # A lower setting mean less friendship per action. # A higher setting means more friendship per action. # # You can define additional values between the minimum and maximum values. # Minimum value is 25 # Maximum value is 800 random: 0 random-low: 0 random-high: 0 half: 0 # equivalent to 50 vanilla: 0 # equivalent to 100 double: 0 # equivalent to 200 triple: 0 # equivalent to 300 quadruple: 50 # equivalent to 400 debris_multiplier: # How much debris will spawn on the player's farm? # Vanilla: debris spawns normally # Half: debris will spawn at half the normal rate # Quarter: debris will spawn at one quarter of the normal rate # None: No debris will spawn on the farm, ever # Start Clear: debris will spawn at the normal rate, but the farm will be completely clear when starting the game vanilla: 0 half: 50 quarter: 0 none: 0 start_clear: 0 movement_buff_number: # Number of movement speed buffs to the player that exist as items in the pool. # Each movement speed buff is a +25% multiplier that stacks additively # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 12 4: 50 random: 0 random-low: 0 random-high: 0 enabled_filler_buffs: # Enable various permanent player buffs to roll as filler items # Luck: Increased daily luck # Damage: Increased Damage % # Defense: Increased Defense # Immunity: Increased Immunity # Health: Increased Max Health # Energy: Increased Max Energy # Bite Rate: Shorter delay to get a bite when fishing # Fish Trap: Effect similar to the Trap Bobber, but weaker # Fishing Bar Size: Increased Fishing Bar Size ['Defense', 'Luck', 'Bite Rate'] trap_items: # When rolling filler items, including resource packs, the game can also roll trap items. # Trap items are negative items that cause problems or annoyances for the player # This setting is for choosing if traps will be in the item pool, and if so, how punishing they will be. no_traps: 0 easy: 0 medium: 50 hard: 0 hell: 0 nightmare: 0 multiple_day_sleep_enabled: # Enable the ability to sleep automatically for multiple days straight? 'false': 0 'true': 50 multiple_day_sleep_cost: # How much gold it will cost to use MultiSleep. You will have to pay that amount for each day skipped. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 200 random: 0 random-low: 0 random-high: 0 free: 50 # equivalent to 0 cheap: 0 # equivalent to 10 medium: 0 # equivalent to 25 expensive: 0 # equivalent to 50 very expensive: 0 # equivalent to 100 quick_start: # Do you want the quick start package? You will get a few items to help early game automation, # so you can use the multiple day sleep at its maximum. 'false': 0 'true': 50 # Advanced Options gifting: # Do you want to enable gifting items to and from other Archipelago slots? # Items can only be sent to games that also support gifting 'false': 0 'true': 50 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 mods: # List of mods that will be included in the shuffling. ["Stardew Valley Expanded", "Skull Cavern Elevator", "Bigger Backpack", "Tractor Mod", "Distant Lands - Witch Swamp Overhaul"] bundle_plando: # If using Remixed bundles, this guarantees some of them will show up in your community center. # If more bundles are specified than what fits in their parent room, that room will randomly pick from only the plando ones [] 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 # 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_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. []