641 lines
23 KiB
YAML
641 lines
23 KiB
YAML
---
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# 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: PuzzlerFarmer
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# Used to describe your yaml. Useful if you have multiple files.
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description: Default Stardew Valley Template
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game: Stardew Valley
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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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Stardew Valley:
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# General
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goal:
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# Goal for this playthrough
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# Community Center: Complete the Community Center
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# Grandpa's Evaluation: 4 lit candles in Grandpa's evaluation
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# Bottom of the Mines: Reach level 120 in the mines
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# Cryptic Note: Complete the quest "Cryptic Note" (Skull Cavern Floor 100)
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# Master Angler: Catch every fish. Adapts to Fishsanity
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# Complete Collection: Complete the museum collection
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# Full House: Get married and have 2 children
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# Greatest Walnut Hunter: Find 130 Golden Walnuts. Pairs well with Walnutsanity
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# Protector of the Valley: Complete the monster slayer goals. Adapts to Monstersanity
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# Full Shipment: Ship every item. Adapts to Shipsanity
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# Gourmet Chef: Cook every recipe. Adapts to Cooksanity
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# Craft Master: Craft every item
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# Legend: Earn 10 000 000g
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# Mystery of the Stardrops: Find every stardrop
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# Allsanity: Complete every check in your slot
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# Perfection: Attain Perfection
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community_center: 50
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grandpa_evaluation: 0
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bottom_of_the_mines: 0
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cryptic_note: 0
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master_angler: 0
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complete_collection: 0
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full_house: 0
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greatest_walnut_hunter: 0
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protector_of_the_valley: 0
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full_shipment: 0
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gourmet_chef: 0
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craft_master: 0
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legend: 0
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mystery_of_the_stardrops: 0
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allsanity: 0
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perfection: 0
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farm_type:
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# What farm to play on?
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# Custom farms are not supported
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standard: 0
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riverland: 0
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forest: 0
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hill_top: 0
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wilderness: 0
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four_corners: 0
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beach: 0
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meadowlands: 0
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random: 50
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bundle_randomization:
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# What items are needed for the community center bundles?
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# Vanilla: Standard bundles from the vanilla game
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# Thematic: Every bundle will require random items compatible with their original theme
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# Remixed: Picks bundles at random from thematic, vanilla remixed and new custom ones
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# Remixed Anywhere: Remixed, but bundles are not locked to specific rooms.
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# Shuffled: Every bundle will require random items and follow no particular structure
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vanilla: 0
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thematic: 0
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remixed: 50
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remixed_anywhere: 0
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shuffled: 0
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bundle_price:
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# How many items are needed for the community center bundles?
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# Minimum: Every bundle will require only one item
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# Very Cheap: Every bundle will require 2 items fewer than usual
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# Cheap: Every bundle will require 1 item fewer than usual
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# Normal: Every bundle will require the vanilla number of items
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# Expensive: Every bundle will require 1 extra item
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# Very Expensive: Every bundle will require 2 extra items
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# Maximum: Every bundle will require many extra items
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minimum: 0
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very_cheap: 0
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cheap: 50
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normal: 0
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expensive: 0
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very_expensive: 0
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maximum: 0
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entrance_randomization:
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# Should area entrances be randomized?
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# Disabled: No entrance randomization is done
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# Pelican Town: Only doors in the main town area are randomized with each other
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# Non Progression: Only entrances that are always available are randomized with each other
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# Buildings: All entrances that allow you to enter a building are randomized with each other
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# Buildings Without House: Buildings, but excluding the farmhouse
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# Chaos: Same as "Buildings", but the entrances get reshuffled every single day!
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disabled: 50
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pelican_town: 0
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non_progression: 0
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buildings_without_house: 0
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buildings: 0
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chaos: 0
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exclude_ginger_island:
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# Exclude Ginger Island?
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# This option will forcefully exclude everything related to Ginger Island from the slot.
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# If you pick a goal that requires Ginger Island, this option will get forced to 'false'
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'false': 50
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'true': 0
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# Major Unlocks
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season_randomization:
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# Should seasons be randomized?
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# Disabled: Start in Spring with all seasons unlocked.
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# Randomized: Start in a random season and the other 3 must be unlocked randomly.
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# Randomized Not Winter: Same as randomized, but the start season is guaranteed not to be winter.
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# Progressive: Start in Spring and unlock the seasons in their original order.
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disabled: 0
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randomized: 0
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randomized_not_winter: 50
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progressive: 0
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cropsanity:
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# Pierre now sells a random amount of seasonal seeds and Joja sells them without season requirements, but only in huge packs.
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# Disabled: All the seeds are unlocked from the start, there are no location checks for growing and harvesting crops
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# Enabled: Seeds are unlocked as archipelago items, for each seed there is a location check for growing and harvesting that crop
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disabled: 0
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enabled: 50
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backpack_progression:
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# Shuffle the backpack?
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# Vanilla: You can buy backpacks at Pierre's General Store.
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# Progressive: You will randomly find Progressive Backpack upgrades.
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# Early Progressive: Same as progressive, but one backpack will be placed early in the multiworld.
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vanilla: 0
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progressive: 0
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early_progressive: 50
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tool_progression:
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# Shuffle the tool upgrades?
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# Vanilla: Clint will upgrade your tools with metal bars.
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# Progressive: Your tools upgrades are randomized.
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# Cheap: Tool Upgrades have a 60% discount
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# Very Cheap: Tool Upgrades have an 80% discount
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vanilla: 0
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progressive: 0
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vanilla_cheap: 0
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vanilla_very_cheap: 0
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progressive_cheap: 50
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progressive_very_cheap: 0
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elevator_progression:
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# Shuffle the elevator?
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# Vanilla: Reaching a mineshaft floor unlocks the elevator for it
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# Progressive: You will randomly find Progressive Mine Elevators to go deeper.
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# Progressive from previous floor: Same as progressive, but you cannot use the elevator to check elevator locations.
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# You must reach elevator floors on your own.
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vanilla: 0
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progressive: 0
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progressive_from_previous_floor: 50
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skill_progression:
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# Shuffle skill levels?
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# Vanilla: Leveling up skills is normal
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# Progressive: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are excluded
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# With Masteries: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are included
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vanilla: 0
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progressive: 0
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progressive_with_masteries: 50
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building_progression:
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# Shuffle Carpenter Buildings?
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# Vanilla: You can buy each building normally.
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# Progressive: You will receive the buildings and will be able to build the first one of each type for free,
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# once it is received. If you want more of the same building, it will cost the vanilla price.
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# Cheap: Buildings will have a 50% discount
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# Very Cheap: Buildings will an 80% discount
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vanilla: 0
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vanilla_cheap: 0
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vanilla_very_cheap: 0
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progressive: 0
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progressive_cheap: 50
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progressive_very_cheap: 0
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# Extra Shuffling
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festival_locations:
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# Shuffle Festival Activities?
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# Disabled: You do not need to attend festivals
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# Easy: Every festival has checks, but they are easy and usually only require attendance
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# Hard: Festivals have more checks, and many require performing well, not just attending
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disabled: 0
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easy: 50
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hard: 0
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arcade_machine_locations:
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# Shuffle the arcade machines?
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# Disabled: The arcade machines are not included.
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# Victories: Each Arcade Machine will contain one check on victory
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# Victories Easy: Same as Victories, but both games are made considerably easier.
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# Full Shuffling: The arcade machines will contain multiple checks each, and different buffs that make the game
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# easier are in the item pool. Junimo Kart has one check at the end of each level.
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# Journey of the Prairie King has one check after each boss, plus one check for each vendor equipment.
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disabled: 0
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victories: 0
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victories_easy: 0
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full_shuffling: 50
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special_order_locations:
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# Shuffle Special Orders?
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# Vanilla: The special orders are not included in the Archipelago shuffling. You may need to complete some of them anyway for their vanilla rewards
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# Board Only: The Special Orders on the board in town are location checks
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# Board and Qi: The Special Orders from Mr Qi's walnut room are checks, in addition to the board in town
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# Short: All Special Order requirements are reduced by 40%
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# Very Short: All Special Order requirements are reduced by 80%
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vanilla: 0
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board: 0
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board_qi: 0
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vanilla_short: 0
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board_short: 50
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board_qi_short: 0
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vanilla_very_short: 0
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board_very_short: 0
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board_qi_very_short: 0
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quest_locations:
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# Include location checks for quests
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# None: No quests are checks
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# Story: Only story quests are checks
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# Number: Story quests and help wanted quests are checks up to the specified amount. Multiple of 7 recommended
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# Out of every 7 help wanted quests, 4 will be item deliveries, and then 1 of each for: Fishing, Gathering and Slaying Monsters.
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# Extra Help wanted quests might be added if current settings don't have enough locations
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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 56
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random: 0
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random-low: 0
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random-high: 0
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none: 0 # equivalent to -1
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story: 0 # equivalent to 0
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minimum: 50 # equivalent to 7
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normal: 0 # equivalent to 14
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lots: 0 # equivalent to 28
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maximum: 0 # equivalent to 56
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fishsanity:
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# Locations for catching each fish the first time?
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# None: There are no locations for catching fish
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# Legendaries: Each of the 5 legendary fish are checks, plus the extended family if qi board is turned on
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# Special: A curated selection of strong fish are checks
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# Randomized: A random selection of fish are checks
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# All: Every single fish in the game is a location that contains an item.
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# Exclude Legendaries: Every fish except legendaries
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# Exclude Hard Fish: Every fish under difficulty 80
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# Only Easy Fish: Every fish under difficulty 50
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none: 0
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legendaries: 0
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special: 0
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randomized: 0
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all: 0
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exclude_legendaries: 0
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exclude_hard_fish: 50
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only_easy_fish: 0
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museumsanity:
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# Locations for museum donations?
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# None: There are no locations for donating artifacts and minerals to the museum
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# Milestones: The donation milestones from the vanilla game are checks
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# Randomized: A random selection of minerals and artifacts are checks
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# All: Every single donation is a check
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none: 0
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milestones: 0
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randomized: 0
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all: 50
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friendsanity:
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# Shuffle Friendships?
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# None: Friendship hearts are earned normally
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# Bachelors: Hearts with bachelors are shuffled
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# Starting NPCs: Hearts for NPCs available immediately are shuffled
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# All: Hearts for all npcs are shuffled, including Leo, Kent, Sandy, etc
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# All With Marriage: All hearts for all npcs are shuffled, including romance hearts up to 14 when applicable
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none: 0
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bachelors: 0
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starting_npcs: 0
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all: 50
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all_with_marriage: 0
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friendsanity_heart_size:
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# If using friendsanity, how many hearts are received per heart item, and how many hearts must be earned to send a check
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# A higher value will lead to fewer heart items in the item pool, reducing bloat
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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 8
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4: 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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monstersanity:
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# Locations for slaying monsters?
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# None: There are no checks for slaying monsters
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# One per category: Every category visible at the adventure guild gives one check
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# One per Monster: Every unique monster gives one check
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# Monster Eradication Goals: The Monster Eradication Goals each contain one check
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# Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 60%
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# Very Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 90%
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# Progressive Eradication Goals: The Monster Eradication Goals each contain 5 checks, each 20% of the way
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# Split Eradication Goals: The Monster Eradication Goals are split by monsters, each monster has one check
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none: 0
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one_per_category: 50
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one_per_monster: 0
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goals: 0
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short_goals: 0
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very_short_goals: 0
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progressive_goals: 0
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split_goals: 0
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shipsanity:
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# Locations for shipping items?
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# None: There are no checks for shipping items
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# Crops: Every crop and forageable being shipped is a check
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# Fish: Every fish being shipped is a check except legendaries
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# Full Shipment: Every item in the Collections page is a check
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# Full Shipment With Fish: Every item in the Collections page and every fish is a check
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# Everything: Every item in the game that can be shipped is a check
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none: 0
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crops: 0
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fish: 0
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full_shipment: 0
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full_shipment_with_fish: 50
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everything: 0
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cooksanity:
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# Locations for cooking food?
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# None: There are no checks for cooking
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# Queen of Sauce: Every Queen of Sauce Recipe can be cooked for a check
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# All: Every cooking recipe can be cooked for a check
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none: 0
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queen_of_sauce: 0
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all: 50
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chefsanity:
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# Locations for learning cooking recipes?
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# Vanilla: All cooking recipes are learned normally
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# Queen of Sauce: Every Queen of sauce episode is a check, all queen of sauce recipes are items
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# Purchases: Every purchasable recipe is a check
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# Friendship: Recipes obtained from friendship are checks
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# Skills: Recipes obtained from skills are checks
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# All: Learning every cooking recipe is a check
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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 15
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random: 0
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random-low: 0
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random-high: 0
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none: 0 # equivalent to 0
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queen_of_sauce: 0 # equivalent to 1
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purchases: 0 # equivalent to 2
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qos_and_purchases: 0 # equivalent to 3
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skills: 0 # equivalent to 4
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friendship: 0 # equivalent to 8
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all: 50 # equivalent to 15
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craftsanity:
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# Checks for crafting items?
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# If enabled, all recipes purchased in shops will be checks as well.
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# Recipes obtained from other sources will depend on their respective archipelago settings
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none: 50
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all: 0
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booksanity:
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# Shuffle Books?
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# None: All books behave like vanilla
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# Power: Power books are turned into checks
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# Power and Skill: Power and skill books are turned into checks.
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# All: Lost books are also included in the shuffling
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none: 0
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power: 0
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power_skill: 0
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all: 50
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walnutsanity:
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# Shuffle walnuts?
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# Puzzles: Walnuts obtained from solving a special puzzle or winning a minigame
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# Bushes: Walnuts that are in a bush and can be collected by clicking it
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# Dig Spots: Walnuts that are underground and must be digged up. Includes Journal scrap walnuts
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# Repeatables: Random chance walnuts from normal actions (fishing, farming, combat, etc)
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[]
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# Multipliers and Buffs
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starting_money:
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# Amount of gold when arriving at the farm.
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# Set to -1 or unlimited for infinite money
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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 50000
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random: 0
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random-low: 0
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random-high: 0
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unlimited: 0 # equivalent to -1
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vanilla: 0 # equivalent to 500
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extra: 0 # equivalent to 2000
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rich: 0 # equivalent to 5000
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very rich: 0 # equivalent to 20000
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filthy rich: 50 # equivalent to 50000
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profit_margin:
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# Multiplier over all gold earned in-game by the 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 25
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# Maximum value is 400
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random: 0
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random-low: 0
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random-high: 0
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quarter: 0 # equivalent to 25
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half: 0 # equivalent to 50
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normal: 0 # equivalent to 100
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double: 50 # equivalent to 200
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triple: 0 # equivalent to 300
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quadruple: 0 # equivalent to 400
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experience_multiplier:
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# How fast you want to earn skill experience.
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# A lower setting mean less experience.
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# A higher setting means more experience.
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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 25
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# Maximum value is 800
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random: 0
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random-low: 0
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random-high: 0
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half: 0 # equivalent to 50
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vanilla: 0 # equivalent to 100
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double: 0 # equivalent to 200
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triple: 50 # equivalent to 300
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quadruple: 0 # equivalent to 400
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friendship_multiplier:
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# How fast you want to earn friendship points with villagers.
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# A lower setting mean less friendship per action.
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# A higher setting means more friendship per action.
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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 25
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# Maximum value is 800
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random: 0
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random-low: 0
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random-high: 0
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half: 0 # equivalent to 50
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vanilla: 0 # equivalent to 100
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double: 0 # equivalent to 200
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triple: 0 # equivalent to 300
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quadruple: 50 # equivalent to 400
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debris_multiplier:
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# How much debris will spawn on the player's farm?
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# Vanilla: debris spawns normally
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# Half: debris will spawn at half the normal rate
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# Quarter: debris will spawn at one quarter of the normal rate
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# None: No debris will spawn on the farm, ever
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# Start Clear: debris will spawn at the normal rate, but the farm will be completely clear when starting the game
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vanilla: 0
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half: 50
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quarter: 0
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none: 0
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|
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.
|
|
[]
|