# 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: NiallSTPPC discord: Niall # Used to describe your yaml. Useful if you have multiple files. description: Default Simon Tatham's Portable Puzzle Collection Template game: Simon Tatham's Portable Puzzle Collection requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: Simon Tatham's Portable Puzzle Collection: 0.1.20 # Version of the world required for this yaml to work as expected. Simon Tatham's Portable Puzzle Collection: ################ # 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 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 ################## # Puzzle Options # ################## puzzle_count: # Number of puzzles to randomly generate. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 2000 200: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-2000: 0 # random value between 1 and 2000 starting_puzzles: # Number of puzzles to randomly add to the starting inventory. These will be # removed from the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 20 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-20: 0 # random value between 0 and 20 completion_percentage: # Percent of puzzles which must be completed to finish the world, rounding up. # # If you set this to a low value, it is HIGHLY RECOMMENDED to disable release on world completion. # # You can define additional values between the minimum and maximum values. # Minimum value is 10 # Maximum value is 100 80: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-10-100: 0 # random value between 10 and 100 min_difficulty: # Minimum difficulty to select generated presets from. Note that not all genres have presets at "Hard" difficulty, # so they will never appear if the minimum difficulty is set to Hard (unless you specify custom presets for them). easy: 50 normal: 0 hard: 0 max_difficulty: # Maximum difficulty to select generated presets from. Takes priority over the Minimum Difficulty option if it is lower. # # Puzzles on "Ridiculous" difficulty are either very big or not actually randomized. Use this difficulty at your own risk. easy: 0 normal: 50 hard: 0 ridiculous: 0 genre_weights: # Relative chance for each genre to be selected as a random preset. Set a genre's # weight to 0 or remove it from this list to disable it. blackbox: 10 bridges: 10 cube: 0 dominosa: 10 fifteen: 0 filling: 10 flip: 0 flood: 0 galaxies: 10 guess: 10 inertia: 10 keen: 2 lightup: 10 loopy: 10 magnets: 10 map: 2 mines: 10 mosaic: 10 net: 10 netslide: 10 palisade: 10 pattern: 5 pearl: 10 pegs: 0 range: 10 rect: 10 samegame: 0 signpost: 10 singles: 10 sixteen: 0 slant: 10 solo: 5 tents: 10 towers: 7 tracks: 10 twiddle: 0 undead: 10 unequal: 5 unruly: 10 untangle: 10 preset_overrides: # List of presets to use for a given genre. Replaces the default presets for # that puzzle if specified. # # For example, to make Net puzzles always use wrapping grids, add: # net: [5x5w, 7x7w, 9x9w, 11x11w] {} genre_min_difficulty: # Minimum difficulty for each genre. Use 0 for easy, 1 for normal, 2 for hard, and 3 for ridiculous. {} genre_max_difficulty: # Maximum difficulty for each genre. Use 0 for easy, 1 for normal, 2 for hard, and 3 for ridiculous. {} fixed_puzzles: # List of additional puzzles to include. These puzzles will be placed at the start of the list. # The remaining list (up to puzzle_count) will be filled according to genre_weights. # # You can specify by genre (net), parameter string (net:2x2), seed (net:2x2#12345), or ID (net:2x2:c494). [] ########################### # 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_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. []