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