323 lines
11 KiB
YAML
323 lines
11 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: PuzzlerFicsit
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# Used to describe your yaml. Useful if you have multiple files.
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description: Default Satisfactory Template
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game: Satisfactory
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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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Satisfactory:
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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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goal_selection:
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# What will be your goal(s)?
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# Configure them further with other options.
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['Space Elevator Tier']
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goal_requirement:
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# Of the goals selected in *Select your Goals*, how many must be reached to complete your slot?
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require_any_one_goal: 50
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require_all_goals: 0
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final_elevator_package:
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# Ship these Space Elevator packages to finish.
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# Does nothing if *Space Elevator Tier* goal is not enabled.
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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 4
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random: 0
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random-low: 0
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random-high: 0
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one package (tiers 1-2): 0 # equivalent to 1
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two packages (tiers 1-4): 50 # equivalent to 2
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three packages (tiers 1-6): 0 # equivalent to 3
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four packages (tiers 7-8): 0 # equivalent to 4
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five packages (tier 9): 0 # equivalent to 5
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final_awesome_sink_points:
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# Sink an amount of items totalling this amount of points to finish.
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# This setting is a *point count*, not a *coupon* count!
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# Does nothing if *AWESOME Sink Points* goal is not enabled.
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#
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# In the base game, it takes 347 coupons to unlock every non-repeatable purchase, or 1895 coupons to purchase every non-producible item.
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#
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# Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth.
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#
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# If you have *Free Samples* enabled, consider setting this higher so that you can't reach the goal just by sinking your Free Samples.
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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 2166000
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# Maximum value is 18436379500
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random: 0
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random-low: 0
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random-high: 0
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50 coupons (~2m points): 50 # equivalent to 2166000
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100 coupons (~18m points): 0 # equivalent to 17804500
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150 coupons (~61m points): 0 # equivalent to 60787500
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200 coupons (~145m points): 0 # equivalent to 145053500
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250 coupons (~284m points): 0 # equivalent to 284442000
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300 coupons (~493m points): 0 # equivalent to 492825000
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350 coupons (~784m points): 0 # equivalent to 784191000
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400 coupons (~1,2b points): 0 # equivalent to 1172329500
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450 coupons (~1,7b points): 0 # equivalent to 1671112500
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500 coupons (~2b points): 0 # equivalent to 2294578500
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550 coupons (~3b points): 0 # equivalent to 3056467000
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600 coupons (~4b points): 0 # equivalent to 3970650000
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650 coupons (~5b points): 0 # equivalent to 5051216000
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700 coupons (~6b points): 0 # equivalent to 6311854500
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750 coupons (~8b points): 0 # equivalent to 7766437500
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800 coupons (~9b points): 0 # equivalent to 9429103500
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850 coupons (~11b points): 0 # equivalent to 11313492000
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900 coupons (~13b points): 0 # equivalent to 13433475000
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950 coupons (~16b points): 0 # equivalent to 15803241000
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1000 coupons (~18b points): 0 # equivalent to 18436379500
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hard_drive_progression_limit:
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# How many Hard Drives can contain progression items.
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# Hard Drives above this count cannot contain progression, but can still be Useful.
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#
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# There are 118 total hard drives in the world and the current implementation supports up to 100 progression hard drives.
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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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20: 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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free_sample_equipment:
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# How many free sample items of Equipment items should be given when they are unlocked.
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#
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# (ex. Jetpack, Rifle)
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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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1: 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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free_sample_buildings:
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# How many copies of a Building's construction cost to give as a free sample when they are unlocked.
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# Space Elevator is always excluded.
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#
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# (ex. Packager, Constructor, Smelter)
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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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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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free_sample_parts:
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# How free sample items of general crafting components should be given when a recipe for them is unlocked.
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# Space Elevator Project Parts are always excluded.
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#
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# Negative numbers mean that fraction of a full stack.
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#
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# (ex. Iron Plate, Packaged Turbofuel, Reinforced Modular Frame)
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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 -5
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# Maximum value is 500
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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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half_stack: 0 # equivalent to -2
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one_stack: 50 # equivalent to -1
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1: 0 # equivalent to 1
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50: 0 # equivalent to 50
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100: 0 # equivalent to 100
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200: 0 # equivalent to 200
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500: 0 # equivalent to 500
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free_sample_radioactive:
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# Allow free samples to include radioactive parts.
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# Remember, they are delivered directly to your player inventory.
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'false': 50
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'true': 0
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starting_inventory_preset:
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# What resources (and buildings) the player should start with in their inventory.
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# If you want more control, visit the Weighted Options page or edit the YAML directly.
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#
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# - **Barebones**: Nothing but the default xeno zapper and buildings.
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# - **Skip Tutorial Inspired**: Inspired by the items you would have if you skipped the base game's tutorial.
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# - **Archipelago**: The starting items we think will lead to a fun experience.
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# - **Foundations**: 'Archipelago' option, but also guaranteeing that you have foundations unlocked at the start.
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# - **Foundation Lover**: You really like foundations.
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archipelago: 0
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barebones: 0
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skip_tutorial_inspired: 0
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foundations: 50
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foundation_lover: 0
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mam_logic_placement:
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# Where to place the MAM building in logic.
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# Earlier means it will be more likely you need to interact with it for progression purposes.
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unlocked_from_start: 0
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early_game: 50
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somewhere: 0
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awesome_logic_placement:
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# Where to place the AWESOME Shop and Sink buildings in logic.
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# Earlier means it will be more likely you need to interact with it for progression purposes.
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unlocked_from_start: 0
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early_game: 50
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somewhere: 0
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energy_link_logic_placement:
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# Where to place the EnergyLink building (or Power Storage if EnergyLink is disabled) in logic.
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# Earlier means it will be more likely to get access to it early into your game.
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unlocked_from_start: 0
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early_game: 50
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somewhere: 0
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splitter_placement:
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# Where to place the Conveyor Splitter and Merger buildings in logic.
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# Earlier means it will be more likely to get access to it early into your game.
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unlocked_from_start: 50
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early_game: 0
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somewhere: 0
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trap_chance:
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# Chance of traps in the item pool.
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# Traps will only replace filler items such as parts and resources.
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#
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# - **0:** No traps will be present
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# - **100:** Every filler item will be a trap.
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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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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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trap_selection_preset:
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# Themed presets of trap types to enable.
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#
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# If you want more control, use *Trap Override* or visit the Weighted Options page.
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normal: 50
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gentle: 0
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harder: 0
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all: 0
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ruthless: 0
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all_arachnids_all_the_time: 0
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whole_hog: 0
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nicholas_cage: 0
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fallout: 0
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trap_selection_override:
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# Precise list of traps that may be in the item pool to find.
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# If you select anything with this option it will be used instead of the *Trap Presets* setting.
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{}
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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 transferring energy to and from other worlds using the Power Storage building.
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# No energy is lost in the transfer on Satisfactory's side, but other worlds may have other settings.
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'false': 0
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'true': 50
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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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[]
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