archipelago/yamls/archipelathon/PuzzlerFactorio.yaml

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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: PuzzlerFactorio
# Used to describe your yaml. Useful if you have multiple files.
description: Default Factorio Template
game: Factorio
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Factorio:
# 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
max_science_pack:
# Maximum level of science pack required to complete the game.
# This also affects the relative cost of silo and satellite recipes if they are randomized.
# That is the only thing in which the Utility Science Pack and Space Science Pack settings differ.
automation_science_pack: 0
logistic_science_pack: 0
military_science_pack: 0
chemical_science_pack: 0
production_science_pack: 0
utility_science_pack: 0
space_science_pack: 50
goal:
# Goal required to complete the game.
rocket: 50
satellite: 0
silo:
# Ingredients to craft rocket silo or auto-place if set to spawn.
vanilla: 0
randomize_recipe: 50
spawn: 0
satellite:
# Ingredients to craft satellite.
vanilla: 50
randomize_recipe: 0
free_samples:
# Get free items with your technologies.
none: 0
single_craft: 0
half_stack: 0
stack: 50
free_samples_quality:
# If free samples are on, determine the quality of the granted items.
# Requires the quality mod, which is part of the Space Age DLC. Without it, normal quality is given.
normal: 50
uncommon: 0
rare: 0
epic: 0
legendary: 0
starting_items:
# Mapping of Factorio internal item-name to amount granted on start.
burner-mining-drill: 4
raw-fish: 50
stone-furnace: 4
free_sample_blacklist:
# Set of items that should never be granted from Free Samples
[]
free_sample_whitelist:
# Overrides any free sample blacklist present. This may ruin the balance of the mod, be warned.
[]
recipe_time:
# Randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
# Fast: 0.25X - 1X
# Normal: 0.5X - 2X
# Slow: 1X - 4X
# Chaos: 0.25X - 4X
# New category: ignores vanilla recipe time and rolls new one
# New Fast: 0.25 - 2 seconds
# New Normal: 0.25 - 10 seconds
# New Slow: 5 - 10 seconds
vanilla: 50
fast: 0
normal: 0
slow: 0
chaos: 0
new_fast: 0
new_normal: 0
new_slow: 0
recipe_ingredients:
# Select if rocket, or rocket + science pack ingredients should be random.
rocket: 50
science_pack: 0
recipe_ingredients_offset:
# When randomizing ingredients, remove or add this many "slots" of items.
# For example, at -1 a randomized Automation Science Pack will only require 1 ingredient, instead of 2.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -1
# Maximum value is 5
0: 50
random: 0
random-low: 0
random-high: 0
imported_blueprints:
# Allow or Disallow Blueprints from outside the current savegame.
'false': 0
'true': 50
world_gen:
# World Generation settings. Overview of options at https://wiki.factorio.com/Map_generator,
# with in-depth documentation at https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings
autoplace_controls:
coal:
frequency: 1
richness: 6
size: 6
copper-ore:
frequency: 1
richness: 6
size: 6
crude-oil:
frequency: 1
richness: 6
size: 6
enemy-base:
frequency: 1
richness: 1
size: 1
iron-ore:
frequency: 1
richness: 6
size: 6
nauvis_cliff:
frequency: 1
richness: 1
size: 1
starting_area_moisture:
frequency: 1
richness: 1
size: 1
stone:
frequency: 1
richness: 6
size: 6
trees:
frequency: 1
richness: 1
size: 1
uranium-ore:
frequency: 1
richness: 6
size: 6
water:
frequency: 1
richness: 1
size: 1
cliff_settings:
cliff_elevation_0: 10
cliff_elevation_interval: 40
name: cliff
richness: 1
enemy_evolution:
destroy_factor: 0.002
enabled: true
pollution_factor: 9.0e-07
time_factor: 4.0e-06
enemy_expansion:
enabled: true
max_expansion_cooldown: 216000
max_expansion_distance: 7
min_expansion_cooldown: 14400
settler_group_max_size: 20
settler_group_min_size: 5
peaceful_mode: true
pollution:
ageing: 1
diffusion_ratio: 0.02
enabled: true
enemy_attack_pollution_consumption_modifier: 1
min_pollution_to_damage_trees: 60
pollution_restored_per_tree_damage: 10
property_expression_names:
control-setting:aux:bias: 0
control-setting:aux:frequency:multiplier: 1
control-setting:moisture:bias: 0
control-setting:moisture:frequency:multiplier: 1
seed: null
starting_area: 1
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 sending energy to other worlds. 25% of the energy is lost in the transfer.
'false': 0
'true': 50
# Technologies
tech_tree_layout:
# Selects how the tech tree nodes are interwoven.
# Single: No dependencies
# Diamonds: Several grid graphs (4/9/16 nodes each)
# Pyramids: Several top halves of diamonds (6/10/15 nodes each)
# Funnels: Several bottom halves of diamonds (6/10/15 nodes each)
# Trees: Several trees
# Choices: A single balanced binary tree
single: 0
small_diamonds: 10
medium_diamonds: 10
large_diamonds: 10
small_pyramids: 10
medium_pyramids: 10
large_pyramids: 10
small_funnels: 10
medium_funnels: 10
large_funnels: 10
trees: 10
choices: 0
progressive:
# Merges together Technologies like "automation-1" to "automation-3" into 3 copies of "Progressive Automation",
# which awards them in order.
'off': 0
grouped_random: 0
'on': 50
min_tech_cost:
# The cheapest a Technology can be in Science Packs.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 10000
5: 50
random: 0
random-low: 0
random-high: 0
max_tech_cost:
# The most expensive a Technology can be in Science Packs.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 10000
500: 50
random: 0
random-low: 0
random-high: 0
tech_cost_distribution:
# Random distribution of costs of the Science Packs.
# Even: any number between min and max is equally likely.
# Low: low costs, near the minimum, are more likely.
# Middle: medium costs, near the average, are more likely.
# High: high costs, near the maximum, are more likely.
even: 50
low: 0
middle: 0
high: 0
tech_cost_mix:
# Percent chance that a preceding Science Pack is also required.
# Chance is rolled per preceding pack.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
70: 50
random: 0
random-low: 0
random-high: 0
ramping_tech_costs:
# Forces the amount of Science Packs required to ramp up with the highest involved Pack. Average is preserved.
# For example:
# off: Automation (red)/Logistics (green) sciences can range from 1 to 1000 Science Packs,
# on: Automation (red) ranges to ~500 packs and Logistics (green) from ~500 to 1000 Science Packs
'false': 50
'true': 0
tech_tree_information:
# How much information should be displayed in the tech tree.
# None: No indication of what a research unlocks.
# Advancement: Indicates if a research unlocks an item that is considered logical advancement, but not who it is for.
# Full: Labels with exact names and recipients of unlocked items; all researches are prefilled into the !hint command.
none: 0
advancement: 0
full: 50
# Traps
attack_traps:
# Trap items that when received trigger an attack on your base.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 0
random-low: 0
random-high: 0
evolution_traps:
# Trap items that when received increase the enemy evolution.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
0: 50
random: 0
random-low: 0
random-high: 0
evolution_trap_increase:
# How much an Evolution Trap increases the enemy evolution.
# Increases scale down proportionally to the session's current evolution factor
# (40 increase at 0.50 will add 0.20... 40 increase at 0.75 will add 0.10...)
#
# 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
teleport_traps:
# Trap items that when received trigger a random teleport.
# It is ensured the player can walk back to where they got teleported from.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
grenade_traps:
# Trap items that when received trigger a grenade explosion on each player.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
cluster_grenade_traps:
# Trap items that when received trigger a cluster grenade explosion on each player.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
artillery_traps:
# Trap items that when received trigger an artillery shell on each player.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
atomic_rocket_traps:
# Trap items that when received trigger an atomic rocket explosion on each player.
# Warning: there is no warning. The launch is instantaneous.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
atomic_cliff_remover_traps:
# Trap items that when received trigger an atomic rocket explosion on a random cliff.
# Warning: there is no warning. The launch is instantaneous.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
inventory_spill_traps:
# Trap items that when received trigger dropping your main inventory and trash inventory onto the ground.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 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_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.
[]