archipelago/yamls/archipelathon/PuzzlerFarmer.yaml

641 lines
23 KiB
YAML

---
# 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.
[]