# 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: 345tom Factory discord: 345tom # Used to describe your yaml. Useful if you have multiple files. description: Default Satisfactory Template game: Satisfactory requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: Satisfactory: 2.2.0 # Version of the world required for this yaml to work as expected. Satisfactory: ################ # Game Options # ################ death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-99: 0 # random value between 0 and 99 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 milestone_cost_multiplier: # Multiplies the amount of resources needed to unlock a Milestone by this factor. # # The value is a percentage: # # - **50** = half cost # - **100** = normal milestone cost # - **200** = double the cost # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 500 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-500: 0 # random value between 1 and 500 energy_link: # Allow transferring energy to and from other worlds using the Power Storage building. # Some energy is lost when depositing it in the multiworld network. 'false': 0 'true': 50 ############## # Game Scope # ############## final_elevator_phase: # Put the milestones accessible BEFORE this Space Elevator Phase in logic. # Milestones after the selected Phase are empty and contain nothing. # If your goal selection contains *Space Elevator Phase* then submitting this Phase's elevator package completes that goal. # If the goal is not enabled, this setting simply limits the included HUB and MAM content. # # Estimated in-game completion times: # # - **Phase 1 (Tiers 1-2)**: ~3 Hours # - **Phase 2 (Tiers 1-4)**: ~8 Hours # - **Phase 3 (Tiers 1-6)**: ~50 Hours # - **Phase 4 (Tiers 1-8)**: ~100 Hours # - **Phase 5 (Tiers 1-9)**: ~140 Hours # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 5 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-5: 0 # random value between 1 and 5 phase 1 (tiers 1-2): 0 # equivalent to 1 phase 2 (tiers 1-4): 50 # equivalent to 2 phase 3 (tiers 1-6): 0 # equivalent to 3 phase 4 (tiers 1-8): 0 # equivalent to 4 phase 5 (tiers 1-9): 0 # equivalent to 5 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 ################## # Goal Selection # ################## goal_selection: # What will be your goal(s)? # Configure them further with other options. # # Possible values are: # # - **Space Elevator Tier** # - **AWESOME Sink Points (total)** # - **AWESOME Sink Points (per minute)** # - **Exploration Collectables** # - **Erect a FICSMAS Tree** ['Space Elevator Phase'] 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 goal_awesome_sink_points_total: # Does nothing if *AWESOME Sink Points (total)* goal is not enabled. # # Sink an amount of items totalling this amount of points to finish. # This setting is a *point count*, not a *coupon* count! # # 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-2166000-18436379500: 0 # random value between 2166000 and 18436379500 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 goal_awesome_sink_points_per_minute: # Does nothing if *AWESOME Sink Points (per minute)* goal is not enabled. # # Sink items to maintain a sink points per minute of the chosen amount for 10 minutes to finish. # This setting is in *points per minute* on the orange track, so DNA Capsules don't count. # This option's presets are example production thresholds - you don't have to sink exactly those specific items. # # Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth. # # You can define additional values between the minimum and maximum values. # Minimum value is 1000 # Maximum value is 10000000 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1000-10000000: 0 # random value between 1000 and 10000000 ~500 screw/min: 0 # equivalent to 1000 ~100 reinforced iron plate/min: 0 # equivalent to 12000 ~100 stator/min: 0 # equivalent to 24000 ~100 modular frame/min: 0 # equivalent to 40000 ~100 smart plating/min: 50 # equivalent to 50000 ~20 crystal oscillator/min: 0 # equivalent to 60000 ~50 motor/min: 0 # equivalent to 76000 ~10 heavy modular frame/min: 0 # equivalent to 100000 ~10 radio control unit/min: 0 # equivalent to 300000 ~10 fused modular frame/min: 0 # equivalent to 625000 ~10 supercomputer/min: 0 # equivalent to 1000000 ~10 pressure conversion cube/min: 0 # equivalent to 2500000 ~10 nuclear pasta/min: 0 # equivalent to 5000000 ~4 ballistic warp drive/min: 0 # equivalent to 10000000 goal_exploration_collectables_amount: # Does nothing if *Exploration Collectables* goal is not enabled. # # Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts, and Bacon Agarics each to finish. # # - The amount of **Mercer Spheres** is **2x** the selected amount # - The amount of **Somersloops** is **1x** the selected amount # - The amount of **Hard Drives** is **1/5th** the selected amount # - The amount of **Paleberries** is **10x** the selected amount # - The amount of **Beryl Nuts** is **20x** the selected amount # - The amount of **Bacon Agarics** is **1x** the selected amount # # You can define additional values between the minimum and maximum values. # Minimum value is 5 # Maximum value is 100 20: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-5-100: 0 # random value between 5 and 100 ################### # Placement logic # ################### 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. # - **Explorer**: 'Foundations' option plus one set of early exploration equipment (Parachute, Blade Runners, Object Scanner, Boom Box). barebones: 0 skip_tutorial_inspired: 0 archipelago: 50 foundations: 0 foundation_lover: 0 explorer: 0 randomize_starter_recipes: # Randomizes what recipes you use to craft the default unlocked parts: # Iron Ingot, Iron Plate, Iron Rod, Copper Ingot, Wire, Concrete, Screw, Reinforced Iron Plate # # - Could require usage of Foundries or Assemblers (which get unlocked by default if needed, at reduced build costs) # - Could require other ores to be mixed in via alt recipes (which will become hand-craftable if needed) 'false': 0 'true': 50 mam_logic_placement: # Where to place the MAM building in logic. # Earlier means it will be more likely that you will 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 that you will need to interact with it for progression purposes. 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 that you will need to interact with it for progression purposes. unlocked_from_start: 50 early_game: 0 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 that you will need to interact with it for progression purposes. unlocked_from_start: 0 early_game: 50 somewhere: 0 ################ # Free Samples # ################ free_sample_equipment: # How many free sample Equipment items are 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 free_sample_buildings: # How many copies of a Building's construction cost are given 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 free_sample_parts: # How many general crafting component free samples are given when their recipe 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range--5-500: 0 # random value between -5 and 500 disabled: 0 # equivalent to 0 half_stack: 50 # equivalent to -2 one_stack: 0 # 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 ######### # Traps # ######### 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 trap_selection_preset: # Themed presets of trap types to enable. # # If you want more control, use *Trap Override* or visit the Weighted Options page. gentle: 0 normal: 50 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. [] ########################### # 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 the specified amount of these items. Example: "Bomb: 1" {} start_inventory_from_pool: # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" # # 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. [] plando_items: # Generic items plando. []