--- # 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: PuzzlerShapez # Used to describe your yaml. Useful if you have multiple files. description: Default shapez Template game: shapez requires: version: 0.6.1 # Version of Archipelago required for this yaml to work as expected. shapez: # 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: # Sets the goal of your world. # # - **Vanilla:** Complete level 26. # - **MAM:** Complete a specified level after level 26. Every level before that will be a location. It's recommended # to build a Make-Anything-Machine (MAM). # - **Even fasterer:** Upgrade everything to a specified tier after tier 8. Every upgrade before that will be a # location. # - **Efficiency III:** Deliver 256 blueprint shapes per second to the hub. vanilla: 50 mam: 0 even_fasterer: 0 efficiency_iii: 0 goal_amount: # Specify, what level or tier (when either MAM or Even Fasterer is chosen as goal) is required to reach the goal. # # If MAM is set as the goal, this has to be set to 27 or more. Else it will raise an error. # # You can define additional values between the minimum and maximum values. # Minimum value is 9 # Maximum value is 500 random: 0 random-low: 0 random-high: 0 minimum_mam: 50 # equivalent to 27 recommended_mam: 0 # equivalent to 50 long_game_mam: 0 # equivalent to 120 minimum_even_fasterer: 0 # equivalent to 9 recommended_even_fasterer: 0 # equivalent to 16 long_play_even_fasterer: 0 # equivalent to 35 required_shapes_multiplier: # Multiplies the amount of required shapes for levels and upgrades by value/10. # # For level 1, the amount of shapes ranges from 3 to 300. # # For level 26, it ranges from 5k to 500k. # # 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 allow_floating_layers: # Toggle whether shape requirements are allowed to have floating layers (like the logo or the rocket shape). # # However, be aware that floating shapes make MAMs much more complex. 'false': 50 'true': 0 randomize_level_requirements: # Randomize the required shapes to complete levels. 'false': 0 'true': 50 randomize_upgrade_requirements: # Randomize the required shapes to buy upgrades. 'false': 0 'true': 50 randomize_level_logic: # If level requirements are randomized, this sets how those random shapes are generated and how logic works for # levels. The shuffled variants shuffle the order of progression buildings obtained in the multiworld. The standard # order is: **cutter -> rotator -> painter -> color mixer -> stacker** # # - **Vanilla:** Level 1 requires nothing, 2-4 require the first building, 5-6 require also the second, 7-8 the # third, 9-10 the fourth, and 11 and onwards the fifth and thereby all buildings. # - **Stretched:** After every floor(maxlevel/6) levels, another building is required. # - **Quick:** Every Level, except level 1, requires another building, with level 6 and onwards requiring all # buildings. # - **Random steps:** After a random amount of levels, another building is required, with level 1 always requiring # none. This can potentially generate like any other option. # - **Hardcore:** All levels (except level 1) have completely random shape requirements and thus require all # buildings. Expect early BKs. # - **Dopamine (overflow):** All levels (except level 1 and the goal) require 2 random buildings (or none in case of # overflow). vanilla: 0 vanilla_shuffled: 0 stretched: 50 stretched_shuffled: 0 quick: 0 quick_shuffled: 0 random_steps: 0 random_steps_shuffled: 0 hardcore: 0 dopamine: 0 dopamine_overflow: 0 randomize_upgrade_logic: # If upgrade requirements are randomized, this sets how those random shapes are generated # and how logic works for upgrades. # # - **Vanilla-like:** Tier II requires up to two random buildings, III requires up to three random buildings, # and IV and onwards require all processing buildings. # - **Linear:** Tier II requires nothing, III-VI require another random building each, # and VII and onwards require all buildings. # - **Category:** Belt and miner upgrades require no building up to tier V, but onwards all buildings, processors # upgrades require the cutter (all tiers), rotator (tier III and onwards), and stacker (tier V and onwards), and # painting upgrades require the cutter, rotator, stacker, painter (all tiers) and color mixer (tiers V and onwards). # Tier VII and onwards will always require all buildings. # - **Category random:** Each upgrades category (up to tier VI) requires a random amount of buildings (in order), # with one category always requiring no buildings. Tier VII and onwards will always require all buildings. # - **Hardcore:** All tiers (except each tier II) have completely random shape requirements and thus require all # buildings. Expect early BKs. vanilla_like: 0 linear: 50 category: 0 category_random: 0 hardcore: 0 throughput_levels_ratio: # If level requirements are randomized, this sets the ratio of how many levels (approximately) will require either # a total amount or per second amount (throughput) of shapes delivered. # # 0 means only total, 100 means only throughput, and vanilla (-1) means only levels 14, 27 and beyond have throughput. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 random: 0 random-low: 0 random-high: 0 vanilla: 0 # equivalent to -1 only_total: 50 # equivalent to 0 half_half: 0 # equivalent to 50 only_throughput: 0 # equivalent to 100 complexity_growth_gradient: # If level requirements are randomized, this determines how fast complexity will grow each level. In other words: # The higher you set this value, the more difficult lategame shapes will be. # # Allowed values are floating numbers ranging from 0.0 to 10.0. # # You can define additional values between the minimum and maximum values. # Minimum value is 0.0 # Maximum value is 10.0 0.5: 50 random: 0 random-low: 0 random-high: 0 same_late_upgrade_requirements: # If upgrade requirements are randomized, should the last 3 shapes for each category be the same, # as in vanilla? 'false': 0 'true': 50 early_balancer_tunnel_and_trash: # Makes the balancer, tunnel, and trash appear in earlier spheres. # # - **None:** Complete randomization. # - **5 buildings:** Should be accessible before getting all 5 main buildings. # - **3 buildings:** Should be accessible before getting the first 3 main buildings for levels and upgrades. # - **Sphere 1:** Always accessible from start. **Beware of generation failures.** none: 0 5_buildings: 0 3_buildings: 50 sphere_1: 0 lock_belt_and_extractor: # Locks Belts and Extractors and adds them to the item pool. # # **If you set this to true, achievements must also be included.** 'false': 50 'true': 0 include_achievements: # Include up to 45 achievements (depending on other options) as additional locations. 'false': 0 'true': 50 exclude_softlock_achievements: # Exclude 6 achievements, that can become unreachable in a save file, if not achieved until a certain level. 'false': 0 'true': 50 exclude_long_playtime_achievements: # Exclude 2 achievements, that require actively playing for a really long time. 'false': 0 'true': 50 exclude_progression_unreasonable: # Exclude progression and useful items from being placed into softlock and long playtime achievements. 'false': 0 'true': 50 shapesanity_amount: # Amount of single-layer shapes that will be included as locations. # # You can define additional values between the minimum and maximum values. # Minimum value is 4 # Maximum value is 1000 50: 50 random: 0 random-low: 0 random-high: 0 traps_percentage: # The probability of any filler item (in percent) being replaced by a trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 random: 0 random-low: 0 random-high: 0 none: 0 # equivalent to 0 rare: 50 # equivalent to 4 occasionally: 0 # equivalent to 10 maximum_suffering: 0 # equivalent to 100 include_whacky_upgrades: # Includes some very unusual upgrade items in generation (and logic), that greatly increase or decrease building # speeds. If the goal is set to Efficiency III or throughput levels ratio is not 0, decreasing upgrades (aka traps) # will always be disabled. 'false': 50 'true': 0 split_inventory_draining_trap: # If set to true, the inventory draining trap will be split into level, upgrade, and blueprint draining traps # instead of executing as one of those 3 randomly. 'false': 50 'true': 0 toolbar_shuffling: # If set to true, the toolbars (main and wires layer) will be shuffled (including bottom and top row). # However, keybindings will still select the same building to place. '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_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. []