--- # 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: PuzzlerFicsit # Used to describe your yaml. Useful if you have multiple files. description: Default Satisfactory Template game: Satisfactory requires: version: 0.6.1 # Version of Archipelago required for this yaml to work as expected. Satisfactory: # 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 goal_selection: # What will be your goal(s)? # Configure them further with other options. ['Space Elevator Tier'] goal_requirement: # Of the goals selected in *Select your Goals*, how many must be reached to complete your slot? require_any_one_goal: 50 require_all_goals: 0 final_elevator_package: # Ship these Space Elevator packages to finish. # Does nothing if *Space Elevator Tier* goal is not enabled. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 4 random: 0 random-low: 0 random-high: 0 one package (tiers 1-2): 0 # equivalent to 1 two packages (tiers 1-4): 50 # equivalent to 2 three packages (tiers 1-6): 0 # equivalent to 3 four packages (tiers 7-8): 0 # equivalent to 4 five packages (tier 9): 0 # equivalent to 5 final_awesome_sink_points: # Sink an amount of items totalling this amount of points to finish. # This setting is a *point count*, not a *coupon* count! # Does nothing if *AWESOME Sink Points* goal is not enabled. # # In the base game, it takes 347 coupons to unlock every non-repeatable purchase, or 1895 coupons to purchase every non-producible item. # # Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth. # # If you have *Free Samples* enabled, consider setting this higher so that you can't reach the goal just by sinking your Free Samples. # # You can define additional values between the minimum and maximum values. # Minimum value is 2166000 # Maximum value is 18436379500 random: 0 random-low: 0 random-high: 0 50 coupons (~2m points): 50 # equivalent to 2166000 100 coupons (~18m points): 0 # equivalent to 17804500 150 coupons (~61m points): 0 # equivalent to 60787500 200 coupons (~145m points): 0 # equivalent to 145053500 250 coupons (~284m points): 0 # equivalent to 284442000 300 coupons (~493m points): 0 # equivalent to 492825000 350 coupons (~784m points): 0 # equivalent to 784191000 400 coupons (~1,2b points): 0 # equivalent to 1172329500 450 coupons (~1,7b points): 0 # equivalent to 1671112500 500 coupons (~2b points): 0 # equivalent to 2294578500 550 coupons (~3b points): 0 # equivalent to 3056467000 600 coupons (~4b points): 0 # equivalent to 3970650000 650 coupons (~5b points): 0 # equivalent to 5051216000 700 coupons (~6b points): 0 # equivalent to 6311854500 750 coupons (~8b points): 0 # equivalent to 7766437500 800 coupons (~9b points): 0 # equivalent to 9429103500 850 coupons (~11b points): 0 # equivalent to 11313492000 900 coupons (~13b points): 0 # equivalent to 13433475000 950 coupons (~16b points): 0 # equivalent to 15803241000 1000 coupons (~18b points): 0 # equivalent to 18436379500 hard_drive_progression_limit: # How many Hard Drives can contain progression items. # Hard Drives above this count cannot contain progression, but can still be Useful. # # There are 118 total hard drives in the world and the current implementation supports up to 100 progression hard drives. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 20: 50 random: 0 random-low: 0 random-high: 0 free_sample_equipment: # How many free sample items of Equipment items should be given when they are unlocked. # # (ex. Jetpack, Rifle) # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 1: 50 random: 0 random-low: 0 random-high: 0 free_sample_buildings: # How many copies of a Building's construction cost to give as a free sample when they are unlocked. # Space Elevator is always excluded. # # (ex. Packager, Constructor, Smelter) # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 5: 50 random: 0 random-low: 0 random-high: 0 free_sample_parts: # How free sample items of general crafting components should be given when a recipe for them is unlocked. # Space Elevator Project Parts are always excluded. # # Negative numbers mean that fraction of a full stack. # # (ex. Iron Plate, Packaged Turbofuel, Reinforced Modular Frame) # # You can define additional values between the minimum and maximum values. # Minimum value is -5 # Maximum value is 500 random: 0 random-low: 0 random-high: 0 disabled: 0 # equivalent to 0 half_stack: 0 # equivalent to -2 one_stack: 50 # equivalent to -1 1: 0 # equivalent to 1 50: 0 # equivalent to 50 100: 0 # equivalent to 100 200: 0 # equivalent to 200 500: 0 # equivalent to 500 free_sample_radioactive: # Allow free samples to include radioactive parts. # Remember, they are delivered directly to your player inventory. 'false': 50 'true': 0 starting_inventory_preset: # What resources (and buildings) the player should start with in their inventory. # If you want more control, visit the Weighted Options page or edit the YAML directly. # # - **Barebones**: Nothing but the default xeno zapper and buildings. # - **Skip Tutorial Inspired**: Inspired by the items you would have if you skipped the base game's tutorial. # - **Archipelago**: The starting items we think will lead to a fun experience. # - **Foundations**: 'Archipelago' option, but also guaranteeing that you have foundations unlocked at the start. # - **Foundation Lover**: You really like foundations. archipelago: 0 barebones: 0 skip_tutorial_inspired: 0 foundations: 50 foundation_lover: 0 mam_logic_placement: # Where to place the MAM building in logic. # Earlier means it will be more likely you need to interact with it for progression purposes. unlocked_from_start: 0 early_game: 50 somewhere: 0 awesome_logic_placement: # Where to place the AWESOME Shop and Sink buildings in logic. # Earlier means it will be more likely you need to interact with it for progression purposes. unlocked_from_start: 0 early_game: 50 somewhere: 0 energy_link_logic_placement: # Where to place the EnergyLink building (or Power Storage if EnergyLink is disabled) in logic. # Earlier means it will be more likely to get access to it early into your game. unlocked_from_start: 0 early_game: 50 somewhere: 0 splitter_placement: # Where to place the Conveyor Splitter and Merger buildings in logic. # Earlier means it will be more likely to get access to it early into your game. unlocked_from_start: 50 early_game: 0 somewhere: 0 trap_chance: # Chance of traps in the item pool. # Traps will only replace filler items such as parts and resources. # # - **0:** No traps will be present # - **100:** Every filler item will be a trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 10: 50 random: 0 random-low: 0 random-high: 0 trap_selection_preset: # Themed presets of trap types to enable. # # If you want more control, use *Trap Override* or visit the Weighted Options page. normal: 50 gentle: 0 harder: 0 all: 0 ruthless: 0 all_arachnids_all_the_time: 0 whole_hog: 0 nicholas_cage: 0 fallout: 0 trap_selection_override: # Precise list of traps that may be in the item pool to find. # If you select anything with this option it will be used instead of the *Trap Presets* setting. {} 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 transferring energy to and from other worlds using the Power Storage building. # No energy is lost in the transfer on Satisfactory's side, but other worlds may have other settings. 'false': 0 'true': 50 # 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. []