archipelago/yamls/archipelathon/PuzzlerFicsit.yaml

323 lines
11 KiB
YAML

---
# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: PuzzlerFicsit
# Used to describe your yaml. Useful if you have multiple files.
description: Default Satisfactory Template
game: Satisfactory
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Satisfactory:
# 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
goal_selection:
# What will be your goal(s)?
# Configure them further with other options.
['Space Elevator Tier']
goal_requirement:
# Of the goals selected in *Select your Goals*, how many must be reached to complete your slot?
require_any_one_goal: 50
require_all_goals: 0
final_elevator_package:
# Ship these Space Elevator packages to finish.
# Does nothing if *Space Elevator Tier* goal is not enabled.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 4
random: 0
random-low: 0
random-high: 0
one package (tiers 1-2): 0 # equivalent to 1
two packages (tiers 1-4): 50 # equivalent to 2
three packages (tiers 1-6): 0 # equivalent to 3
four packages (tiers 7-8): 0 # equivalent to 4
five packages (tier 9): 0 # equivalent to 5
final_awesome_sink_points:
# Sink an amount of items totalling this amount of points to finish.
# This setting is a *point count*, not a *coupon* count!
# Does nothing if *AWESOME Sink Points* goal is not enabled.
#
# In the base game, it takes 347 coupons to unlock every non-repeatable purchase, or 1895 coupons to purchase every non-producible item.
#
# Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth.
#
# If you have *Free Samples* enabled, consider setting this higher so that you can't reach the goal just by sinking your Free Samples.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 2166000
# Maximum value is 18436379500
random: 0
random-low: 0
random-high: 0
50 coupons (~2m points): 50 # equivalent to 2166000
100 coupons (~18m points): 0 # equivalent to 17804500
150 coupons (~61m points): 0 # equivalent to 60787500
200 coupons (~145m points): 0 # equivalent to 145053500
250 coupons (~284m points): 0 # equivalent to 284442000
300 coupons (~493m points): 0 # equivalent to 492825000
350 coupons (~784m points): 0 # equivalent to 784191000
400 coupons (~1,2b points): 0 # equivalent to 1172329500
450 coupons (~1,7b points): 0 # equivalent to 1671112500
500 coupons (~2b points): 0 # equivalent to 2294578500
550 coupons (~3b points): 0 # equivalent to 3056467000
600 coupons (~4b points): 0 # equivalent to 3970650000
650 coupons (~5b points): 0 # equivalent to 5051216000
700 coupons (~6b points): 0 # equivalent to 6311854500
750 coupons (~8b points): 0 # equivalent to 7766437500
800 coupons (~9b points): 0 # equivalent to 9429103500
850 coupons (~11b points): 0 # equivalent to 11313492000
900 coupons (~13b points): 0 # equivalent to 13433475000
950 coupons (~16b points): 0 # equivalent to 15803241000
1000 coupons (~18b points): 0 # equivalent to 18436379500
hard_drive_progression_limit:
# How many Hard Drives can contain progression items.
# Hard Drives above this count cannot contain progression, but can still be Useful.
#
# There are 118 total hard drives in the world and the current implementation supports up to 100 progression hard drives.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
free_sample_equipment:
# How many free sample items of Equipment items should be given when they are unlocked.
#
# (ex. Jetpack, Rifle)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
1: 50
random: 0
random-low: 0
random-high: 0
free_sample_buildings:
# How many copies of a Building's construction cost to give as a free sample when they are unlocked.
# Space Elevator is always excluded.
#
# (ex. Packager, Constructor, Smelter)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
5: 50
random: 0
random-low: 0
random-high: 0
free_sample_parts:
# How free sample items of general crafting components should be given when a recipe for them is unlocked.
# Space Elevator Project Parts are always excluded.
#
# Negative numbers mean that fraction of a full stack.
#
# (ex. Iron Plate, Packaged Turbofuel, Reinforced Modular Frame)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -5
# Maximum value is 500
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
half_stack: 0 # equivalent to -2
one_stack: 50 # equivalent to -1
1: 0 # equivalent to 1
50: 0 # equivalent to 50
100: 0 # equivalent to 100
200: 0 # equivalent to 200
500: 0 # equivalent to 500
free_sample_radioactive:
# Allow free samples to include radioactive parts.
# Remember, they are delivered directly to your player inventory.
'false': 50
'true': 0
starting_inventory_preset:
# What resources (and buildings) the player should start with in their inventory.
# If you want more control, visit the Weighted Options page or edit the YAML directly.
#
# - **Barebones**: Nothing but the default xeno zapper and buildings.
# - **Skip Tutorial Inspired**: Inspired by the items you would have if you skipped the base game's tutorial.
# - **Archipelago**: The starting items we think will lead to a fun experience.
# - **Foundations**: 'Archipelago' option, but also guaranteeing that you have foundations unlocked at the start.
# - **Foundation Lover**: You really like foundations.
archipelago: 0
barebones: 0
skip_tutorial_inspired: 0
foundations: 50
foundation_lover: 0
mam_logic_placement:
# Where to place the MAM building in logic.
# Earlier means it will be more likely you need to interact with it for progression purposes.
unlocked_from_start: 0
early_game: 50
somewhere: 0
awesome_logic_placement:
# Where to place the AWESOME Shop and Sink buildings in logic.
# Earlier means it will be more likely you need to interact with it for progression purposes.
unlocked_from_start: 0
early_game: 50
somewhere: 0
energy_link_logic_placement:
# Where to place the EnergyLink building (or Power Storage if EnergyLink is disabled) in logic.
# Earlier means it will be more likely to get access to it early into your game.
unlocked_from_start: 0
early_game: 50
somewhere: 0
splitter_placement:
# Where to place the Conveyor Splitter and Merger buildings in logic.
# Earlier means it will be more likely to get access to it early into your game.
unlocked_from_start: 50
early_game: 0
somewhere: 0
trap_chance:
# Chance of traps in the item pool.
# Traps will only replace filler items such as parts and resources.
#
# - **0:** No traps will be present
# - **100:** Every filler item will be a trap.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
10: 50
random: 0
random-low: 0
random-high: 0
trap_selection_preset:
# Themed presets of trap types to enable.
#
# If you want more control, use *Trap Override* or visit the Weighted Options page.
normal: 50
gentle: 0
harder: 0
all: 0
ruthless: 0
all_arachnids_all_the_time: 0
whole_hog: 0
nicholas_cage: 0
fallout: 0
trap_selection_override:
# Precise list of traps that may be in the item pool to find.
# If you select anything with this option it will be used instead of the *Trap Presets* setting.
{}
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 transferring energy to and from other worlds using the Power Storage building.
# No energy is lost in the transfer on Satisfactory's side, but other worlds may have other settings.
'false': 0
'true': 50
# 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.
[]