archipelago/yamls/archipelathon/PuzzlerShapez.yaml

329 lines
12 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: PuzzlerShapez
# Used to describe your yaml. Useful if you have multiple files.
description: Default shapez Template
game: shapez
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
shapez:
# 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:
# Sets the goal of your world.
#
# - **Vanilla:** Complete level 26.
# - **MAM:** Complete a specified level after level 26. Every level before that will be a location. It's recommended
# to build a Make-Anything-Machine (MAM).
# - **Even fasterer:** Upgrade everything to a specified tier after tier 8. Every upgrade before that will be a
# location.
# - **Efficiency III:** Deliver 256 blueprint shapes per second to the hub.
vanilla: 50
mam: 0
even_fasterer: 0
efficiency_iii: 0
goal_amount:
# Specify, what level or tier (when either MAM or Even Fasterer is chosen as goal) is required to reach the goal.
#
# If MAM is set as the goal, this has to be set to 27 or more. Else it will raise an error.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 9
# Maximum value is 500
random: 0
random-low: 0
random-high: 0
minimum_mam: 50 # equivalent to 27
recommended_mam: 0 # equivalent to 50
long_game_mam: 0 # equivalent to 120
minimum_even_fasterer: 0 # equivalent to 9
recommended_even_fasterer: 0 # equivalent to 16
long_play_even_fasterer: 0 # equivalent to 35
required_shapes_multiplier:
# Multiplies the amount of required shapes for levels and upgrades by value/10.
#
# For level 1, the amount of shapes ranges from 3 to 300.
#
# For level 26, it ranges from 5k to 500k.
#
# 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
allow_floating_layers:
# Toggle whether shape requirements are allowed to have floating layers (like the logo or the rocket shape).
#
# However, be aware that floating shapes make MAMs much more complex.
'false': 50
'true': 0
randomize_level_requirements:
# Randomize the required shapes to complete levels.
'false': 0
'true': 50
randomize_upgrade_requirements:
# Randomize the required shapes to buy upgrades.
'false': 0
'true': 50
randomize_level_logic:
# If level requirements are randomized, this sets how those random shapes are generated and how logic works for
# levels. The shuffled variants shuffle the order of progression buildings obtained in the multiworld. The standard
# order is: **cutter -> rotator -> painter -> color mixer -> stacker**
#
# - **Vanilla:** Level 1 requires nothing, 2-4 require the first building, 5-6 require also the second, 7-8 the
# third, 9-10 the fourth, and 11 and onwards the fifth and thereby all buildings.
# - **Stretched:** After every floor(maxlevel/6) levels, another building is required.
# - **Quick:** Every Level, except level 1, requires another building, with level 6 and onwards requiring all
# buildings.
# - **Random steps:** After a random amount of levels, another building is required, with level 1 always requiring
# none. This can potentially generate like any other option.
# - **Hardcore:** All levels (except level 1) have completely random shape requirements and thus require all
# buildings. Expect early BKs.
# - **Dopamine (overflow):** All levels (except level 1 and the goal) require 2 random buildings (or none in case of
# overflow).
vanilla: 0
vanilla_shuffled: 0
stretched: 50
stretched_shuffled: 0
quick: 0
quick_shuffled: 0
random_steps: 0
random_steps_shuffled: 0
hardcore: 0
dopamine: 0
dopamine_overflow: 0
randomize_upgrade_logic:
# If upgrade requirements are randomized, this sets how those random shapes are generated
# and how logic works for upgrades.
#
# - **Vanilla-like:** Tier II requires up to two random buildings, III requires up to three random buildings,
# and IV and onwards require all processing buildings.
# - **Linear:** Tier II requires nothing, III-VI require another random building each,
# and VII and onwards require all buildings.
# - **Category:** Belt and miner upgrades require no building up to tier V, but onwards all buildings, processors
# upgrades require the cutter (all tiers), rotator (tier III and onwards), and stacker (tier V and onwards), and
# painting upgrades require the cutter, rotator, stacker, painter (all tiers) and color mixer (tiers V and onwards).
# Tier VII and onwards will always require all buildings.
# - **Category random:** Each upgrades category (up to tier VI) requires a random amount of buildings (in order),
# with one category always requiring no buildings. Tier VII and onwards will always require all buildings.
# - **Hardcore:** All tiers (except each tier II) have completely random shape requirements and thus require all
# buildings. Expect early BKs.
vanilla_like: 0
linear: 50
category: 0
category_random: 0
hardcore: 0
throughput_levels_ratio:
# If level requirements are randomized, this sets the ratio of how many levels (approximately) will require either
# a total amount or per second amount (throughput) of shapes delivered.
#
# 0 means only total, 100 means only throughput, and vanilla (-1) means only levels 14, 27 and beyond have throughput.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
vanilla: 0 # equivalent to -1
only_total: 50 # equivalent to 0
half_half: 0 # equivalent to 50
only_throughput: 0 # equivalent to 100
complexity_growth_gradient:
# If level requirements are randomized, this determines how fast complexity will grow each level. In other words:
# The higher you set this value, the more difficult lategame shapes will be.
#
# Allowed values are floating numbers ranging from 0.0 to 10.0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0.0
# Maximum value is 10.0
0.5: 50
random: 0
random-low: 0
random-high: 0
same_late_upgrade_requirements:
# If upgrade requirements are randomized, should the last 3 shapes for each category be the same,
# as in vanilla?
'false': 0
'true': 50
early_balancer_tunnel_and_trash:
# Makes the balancer, tunnel, and trash appear in earlier spheres.
#
# - **None:** Complete randomization.
# - **5 buildings:** Should be accessible before getting all 5 main buildings.
# - **3 buildings:** Should be accessible before getting the first 3 main buildings for levels and upgrades.
# - **Sphere 1:** Always accessible from start. **Beware of generation failures.**
none: 0
5_buildings: 0
3_buildings: 50
sphere_1: 0
lock_belt_and_extractor:
# Locks Belts and Extractors and adds them to the item pool.
#
# **If you set this to true, achievements must also be included.**
'false': 50
'true': 0
include_achievements:
# Include up to 45 achievements (depending on other options) as additional locations.
'false': 0
'true': 50
exclude_softlock_achievements:
# Exclude 6 achievements, that can become unreachable in a save file, if not achieved until a certain level.
'false': 0
'true': 50
exclude_long_playtime_achievements:
# Exclude 2 achievements, that require actively playing for a really long time.
'false': 0
'true': 50
exclude_progression_unreasonable:
# Exclude progression and useful items from being placed into softlock and long playtime achievements.
'false': 0
'true': 50
shapesanity_amount:
# Amount of single-layer shapes that will be included as locations.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 4
# Maximum value is 1000
50: 50
random: 0
random-low: 0
random-high: 0
traps_percentage:
# The probability of any filler item (in percent) being replaced by a trap.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
none: 0 # equivalent to 0
rare: 50 # equivalent to 4
occasionally: 0 # equivalent to 10
maximum_suffering: 0 # equivalent to 100
include_whacky_upgrades:
# Includes some very unusual upgrade items in generation (and logic), that greatly increase or decrease building
# speeds. If the goal is set to Efficiency III or throughput levels ratio is not 0, decreasing upgrades (aka traps)
# will always be disabled.
'false': 50
'true': 0
split_inventory_draining_trap:
# If set to true, the inventory draining trap will be split into level, upgrade, and blueprint draining traps
# instead of executing as one of those 3 randomly.
'false': 50
'true': 0
toolbar_shuffling:
# If set to true, the toolbars (main and wires layer) will be shuffled (including bottom and top row).
# However, keybindings will still select the same building to place.
'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_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.
[]