Spiel konfigurieren · YAML-Editor

The Witness konfigurieren

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The Witness · World 8.0.0 · Paket 8.0.0 · Core 0.6.8
Optionsschema und YAML-Strukturprüfung verfügbar · Servergenerierung freigegeben. Separater Multiworld-/Spielclient-Teststatus

Stelle deine Optionen ein und lade die fertige Spieler-YAML herunter. Bei freigegebenen Worlds startet die isolierte Core-Prüfung beim Speichern in einem eigenen Lobby-Slot; eine erfolgreiche Seedgenerierung wird separat geprüft.

Ersetzt den Entwurf nach Bestätigung.

Entwurf · noch nicht durch den Core geprüft

Game Options · 3 Optionen
progression_balancing
Hilfe · Gewichtung möglich

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.

World-Standard: 50

accessibility
Hilfe · Gewichtung möglich

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.

World-Standard: 0

early_symbol_item
Hilfe · Gewichtung möglich

This Option has been Removed.

World-Standard: ""

Puzzles & Goal · 4 Optionen
puzzle_randomization
Hilfe · Gewichtung möglich

Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles. "Sigma Normal" randomizes puzzles close to their original mechanics and difficulty. "Sigma Expert" is an entirely new experience with extremely difficult random puzzles. Do not underestimate this mode, it is brutal. "Umbra Variety" focuses on unique symbol combinations not featured in the original game. It is harder than Sigma Normal, but easier than Sigma Expert. "None" means that the puzzles are unchanged from the original game.

World-Standard: 0

victory_condition
Hilfe · Gewichtung möglich

Set the victory condition for this world. - Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers). - Challenge: Beat the secret Challenge (requires Challenge Lasers). - Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers). - Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers). - Panel Hunt: Solve a specific number of randomly selected panels before going to the secret ending in Tutorial. It is important to note that while the Mountain Box requires Desert Laser to be redirected in Town for that laser to count, the laser locks on the Elevator and Challenge Timer panels do not.

World-Standard: 0

mountain_lasers
Hilfe · Gewichtung möglich

Sets the number of lasers required to enter the Mountain. If set to a higher number than 7, the mountaintop box will be slightly rotated to make it possible to solve without the hatch being opened. This change will also be applied logically to the long solution ("Challenge Lasers" option).

World-Standard: 7

challenge_lasers
Hilfe · Gewichtung möglich

Sets the number of lasers required to enter the Caves through the Mountain Bottom Floor Discard and to unlock the Challenge Timer Panel.

World-Standard: 11

Panel Hunt Options · 5 Optionen
panel_hunt_required_percentage
Hilfe · Gewichtung möglich

Only relevant if the Victory Condition is "Panel Hunt". Determines the percentage of "Panel Hunt" panels that need to be solved to win.

World-Standard: 63

panel_hunt_total
Hilfe · Gewichtung möglich

Only relevant if the Victory Condition is "Panel Hunt". Sets the number of random panels that will get marked as "Panel Hunt" panels in the "Panel Hunt" game mode.

World-Standard: 40

panel_hunt_postgame
Hilfe · Gewichtung möglich

Only relevant if the Victory Condition is "Panel Hunt". In panel hunt, there are technically no postgame locations. Depending on your options, this can leave Mountain and Caves as two huge areas with Hunt Panels in them that cannot be reached until you get enough lasers to go through the very linear Mountain descent. Panel Hunt tends to be more fun when the world is open. This option lets you force anything locked by lasers to be disabled, and thus ineligible for Hunt Panels. To compensate, the respective mountain box solution (short box / long box) will be forced to be a Hunt Panel. Note: The "Mountain Lasers" option may also affect locations locked by challenge lasers if the only path to those locations leads through the Mountain Entry.

World-Standard: 3

panel_hunt_discourage_same_area_factor
Hilfe · Gewichtung möglich

Only relevant if the Victory Condition is "Panel Hunt". The greater this value, the less likely it is that many Hunt Panels show up in the same area. At 0, Hunt Panels will be selected randomly. At 100, Hunt Panels will be almost completely evenly distributed between areas.

World-Standard: 40

panel_hunt_plando
Hilfe

Only relevant if the Victory Condition is "Panel Hunt". Specify specific hunt panels you want for your panel hunt game.

World-Standard: []

Locations · 6 Optionen
shuffle_discarded_panels
Hilfe · Gewichtung möglich

Adds Discarded Panels into the location pool. Even if this is off, solving certain Discarded Panels may still be necessary to beat the game - The main example of this being the alternate activation triggers in "Disable non randomized puzzles".

World-Standard: 0

shuffle_vault_boxes
Hilfe · Gewichtung möglich

Adds Vault Boxes to the location pool.

World-Standard: 0

shuffle_EPs
Hilfe · Gewichtung möglich

Adds Environmental/Obelisk Puzzles into the location pool. - Individual: Every Environmental Puzzle sends an item. - Obelisk Sides: Completing every puzzle on one side of an Obelisk sends an item. Note: In Obelisk Sides, any EPs excluded through another option will be pre-completed on their Obelisk.

World-Standard: 0

EP_difficulty
Hilfe · Gewichtung möglich

When "Shuffle Environmental Puzzles" is on, this setting governs which EPs are eligible for the location pool. - Eclipse: Every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP". - Tedious: Theater Eclipse EP is excluded from the location pool. - Normal: several other difficult or long EPs are excluded as well.

World-Standard: 0

shuffle_postgame
Hilfe · Gewichtung möglich

Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal. Use this if you don't play with release on victory.

World-Standard: 0

disable_non_randomized_puzzles
Hilfe · Gewichtung möglich

Disables puzzles that cannot be randomized. This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard. The lasers for those areas will activate as you solve optional puzzles, such as Discarded Panels. Additionally, the panel activating the Jungle Popup Wall will be on from the start.

World-Standard: 0

Progression Items · 10 Optionen
shuffle_symbols
Hilfe · Gewichtung möglich

If on, you will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols. Please note that there is no minimum set of progression items in this randomizer. If you turn this option off and don't turn on door shuffle or obelisk keys, there will be no progression items, which will disallow you from adding your yaml to a multiworld generation.

World-Standard: 1

progressive_symbols
Hilfe

Make some symbols progressive, if they exist. By default, includes the chains where the second item can't be used without the first. Progressive Dots: Dots -> Full Dots Progressive Symmetry: Symmetry -> Colored Dots Progressive Stars: Stars -> Stars + Same Colored Symbol Progressive Squares: Black/White Squares -> Colored Squares Progressive Shapers: Shapers -> Rotated Shapers -> Negative Shapers Progressive Discard Symbols: Triangles -> Arrows

World-Standard: ["Progressive Dots", "Progressive Stars", "Progressive Symmetry"]

second_stage_symbols_act_independently
Hilfe

Makes certain second stage symbols act independently of first stage symbols if they are not progressive. - "Full Dots": "Full Dots" unlocks Full Dots panels even if you don't have "Dots". "Dots" is renamed to "Sparse Dots". - "Stars + Same Colored Symbol": "Stars + Same Colored Symbol" unlocks Stars + Same Colored Symbol panels even if you don't have "Stars". "Stars" is renamed to "Simlpe Stars". - "Colored Dots": Removes the Symmetry requirement from the Symmetry Laser panel sets so that Colored Dots can unlock something on their own. This is on by default. Rotated Shapers always act independently from Shapers. The ability to make them dependent on Shapers by omitting them in this option may be added in the future.

World-Standard: ["Colored Dots"]

colored_dots_are_progressive_dots
Hilfe · Gewichtung möglich

Put Colored Dots into the "Progressive Dots" group, after Dots. This removes Progressive Symmetry.

World-Standard: 0

sound_dots_are_progressive_dots
Hilfe · Gewichtung möglich

Put Sound Dots into the "Progressive Dots" group, before Full Dots.

World-Standard: 0

shuffle_doors
Hilfe · Gewichtung möglich

If on, opening doors, moving bridges etc. will require a "key". - Panels: The panel on the door will be locked until receiving its corresponding key. - Doors: The door will open immediately upon receiving its key. Door panels are added as location checks. - Mixed: Includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels".

World-Standard: 0

door_groupings
Hilfe · Gewichtung möglich

Controls how door items are grouped. - Off: There will be one key for each door, potentially resulting in upwards of 120 keys being added to the item pool. - Regional: All doors in the same general region will open at once with a single key, reducing the amount of door items and complexity.

World-Standard: 0

shuffle_lasers
Hilfe · Gewichtung möglich

If on, the 11 lasers are turned into items and will activate on their own upon receiving them.

World-Standard: 0

shuffle_boat
Hilfe · Gewichtung möglich

If on, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat.

World-Standard: 1

obelisk_keys
Hilfe · Gewichtung möglich

Add one Obelisk Key item per Obelisk, locking you out of solving any of the associated Environmental Puzzles. Does nothing if "Shuffle Environmental Puzzles" is set to "off".

World-Standard: 1

Warps · 1 Optionen
unlockable_warps
Hilfe · Gewichtung möglich

Adds unlockable fast travel points to the game. These warp points are represented by spheres in game. You walk up to one, you unlock it for warping. The warp points are: Entry, Symmetry Island, Desert, Quarry, Keep, Shipwreck, Town, Jungle, Bunker, Treehouse, Mountaintop, Caves.

World-Standard: 0

Filler Items · 3 Optionen
puzzle_skip_amount
Hilfe · Gewichtung möglich

Adds this many Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.

World-Standard: 10

trap_percentage
Hilfe · Gewichtung möglich

Replaces junk items with traps, at the specified rate.

World-Standard: 20

trap_weights
Hilfe

Specify the weights determining how many copies of each trap item will be in your itempool. If you don't want a specific type of trap, you can set the weight for it to 0. If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option.

World-Standard: {"Bonk": 1, "Power Surge": 2, "Slowness": 6}

Hints · 4 Optionen
hint_amount
Hilfe · Gewichtung möglich

Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added. Remaining Audio Logs will have junk hints.

World-Standard: 12

vague_hints
Hilfe · Gewichtung möglich

Make Location Hints a bit more vague, where they only tell you about the general area the item is in. Area Hints will be generated as normal. If set to "stable", only location groups will be used. If location groups aren't implemented for the game your item ended up in, your hint will instead only tell you that the item is "somewhere in" that game. If set to "experimental", region names will be eligible as well, and you will never receive a "somewhere in" hint. Keep in mind that region names are not always intended to be comprehensible to players — only turn this on if you are okay with a bit of chaos. The distinction does not matter in single player, as Witness implements location groups for every location. Also, please don't pester any devs about implementing location groups. Bring it up nicely, accept their response even if it is "No".

World-Standard: 0

area_hint_percentage
Hilfe · Gewichtung möglich

There are two types of hints for The Witness. "Location hints" hint one location in your world or one location containing an item for your world. "Area hints" tell you some general info about the items you can find in one of the main geographic areas on the island. Use this option to specify how many of your hints you want to be area hints. The rest will be location hints.

World-Standard: 33

laser_hints
Hilfe · Gewichtung möglich

If on, lasers will tell you where their items are if you walk close to them in-game. Only applies if Laser Shuffle is enabled.

World-Standard: 0

Misc · 6 Optionen
early_good_items
Hilfe

Put one random helpful item of each of the chosen types on an early check, specifically a sphere 1 Tutorial location. If a type is chosen, but no items of that type exist in the itempool, it is skipped. The possible types are: "Symbol", "Door / Door Panel", "Obelisk Key". If there aren't enough sphere 1 Tutorial locations, Tutorial First Hallway Straight and Tutorial First Hallway Bend may be added as locations. If there still aren't enough sphere 1 Tutorial locations, a random local sphere 1 location is picked. If no local sphere 1 locations are available, there are no further attempts to place the item.

World-Standard: ["Symbol"]

early_caves
Hilfe · Gewichtung möglich

Adds an item that opens the Caves Shortcuts to Swamp and Mountain, allowing early access to the Caves even if you are not playing a remote Door Shuffle mode. You can either add this item to the pool to be found in the multiworld, or you can outright start with it and have immediate access to the Caves. If you choose "Add To Pool" and you are already playing a remote Door Shuffle mode, this option will do nothing.

World-Standard: 0

elevators_come_to_you
Hilfe

In vanilla, some bridges/elevators come to you if you walk up to them when they are not currently there. However, there are some that don't. Notably, this prevents Quarry Elevator from being a logical access method into Quarry, because you can send it away without riding ot and then permanently be locked out of using it. This option allows you to change specific elevators/bridges to "come to you" as well. - Quarry Elevator: Makes the Quarry Elevator come down when you approach it from lower Quarry and back up when you approach it from above - Swamp Long Bridge: Rotates the side you approach it from towards you, but also rotates the other side away - Bunker Elevator: Makes the Bunker Elevator come to any floor that you approach it from, meaning it can be accessed from the roof immediately

World-Standard: ["Quarry Elevator"]

death_link
Hilfe · Gewichtung möglich

If on, whenever you fail a puzzle (with some exceptions), you and everyone who is also on Death Link dies. The effect of a "death" in The Witness is a Bonk Trap.

World-Standard: 0

death_link_amnesty
Hilfe · Gewichtung möglich

The number of panel fails to allow before sending a death through Death Link. 0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc.

World-Standard: 1

puzzle_randomization_seed
Hilfe · Gewichtung möglich

Sigma Rando, which is the basis for all puzzle randomization in this randomizer, uses a seed from 1 to 9999999 for the puzzle randomization. This option lets you set this seed yourself.

World-Standard: "random"

Silly Options · 2 Optionen
shuffle_dog
Hilfe · Gewichtung möglich

Adds petting the dog statue in Town into the location pool. Alternatively, you can force it to be a Puzzle Skip.

World-Standard: 1

easter_egg_hunt
Hilfe · Gewichtung möglich

Adds up to 120 Easter Eggs to the game, placed by NewSoupVi, Exempt-Medic, hatkirby, Scipio, and Rever. These can be collected by simply clicking on them. The difficulty options differ by how many Eggs you need to collect for each check and how many are logically required for each check. - "Easy": 3 / 8 - "Normal": 3 / 6 - "Hard": 4 / 6 - "Very Hard": 4 / 5 - "Extreme": 4 / 4 (You are expected to collect every Easter Egg) Checks that require more Eggs than logically available still exist, but are excluded. For example, on "Easy", the "63 Eggs Collected" check can physically be obtained, but would logically require 125 Easter Eggs, which is impossible. Thus, it is excluded. On "Easy", "Normal", and "Hard", you will start with an "Egg Radar" that you can activate using the Puzzle Skip key. On every difficulty except "Extreme", there will be a message when you've collected all Easter Eggs in an area. On "Easy", there will be an additional message after every Easter Egg telling you how many Easter Eggs are remaining in the area. It is recommended that you play this mode together with Door Shuffle. Without it, more than half of the Easter Eggs will be in sphere 1.

World-Standard: 0

Item & Location Options · 9 Optionen
local_items
Hilfe

Forces these items to be in their native world.

World-Standard: []

non_local_items
Hilfe

Forces these items to be outside their native world.

World-Standard: []

start_inventory
Hilfe

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

World-Standard: {}

start_hints
Hilfe

Start with these item's locations prefilled into the ``!hint`` command.

World-Standard: []

start_location_hints
Hilfe

Start with these locations and their item prefilled into the ``!hint`` command.

World-Standard: []

exclude_locations
Hilfe

Prevent these locations from having an important item.

World-Standard: []

priority_locations
Hilfe

Prevent these locations from having an unimportant item.

World-Standard: []

item_links
Hilfe

Share part of your item pool with other players.

World-Standard: []

plando_items
Hilfe

Generic items plando.

World-Standard: []

YAML / Expertenansicht

Gewichtete Spiele/Namen, Trigger, Linked Options und komplexe Werte bleiben erhalten. Formularänderungen schreiben die YAML neu und ersetzen ihre Formatierung und Kommentare. Ohne Änderung bleibt der Originaltext erhalten.

Gewichtungen und exotische Optionen werden als „Erweiterte Option“ dargestellt. Ungültige und unbekannte Werte werden nicht automatisch korrigiert. Die Schema-Prüfung ersetzt die isolierte Core-Prüfung nicht.

Sichere YAML-Grenzen

2 MiB, keine Aliase/Anker oder doppelten Schlüssel; 32 Auswahlwerte, 32 Trigger/Linked-Options und 128 Optionsblöcke. requires.version und requires.game werden geprüft. Optionswerte werden beim Slot-Upload mit World.from_any/verify und acht Core-Würfelproben je World geprüft. Gemeinsame Platzierung, endgültige Namen und Generierbarkeit stehen erst nach erfolgreicher Seedgenerierung fest.

„Konfiguration speichern“ speichert einen Entwurf pro Spiel und Konto ausschließlich in diesem Browser. Auf gemeinsam genutzten Geräten danach löschen. Für eine unabhängige Kopie YAML herunterladen. Bei einem World-Update werden Schemaänderungen vor dem Laden angezeigt.

Anmelden und eine Lobby öffnen, um die YAML einem eigenen Slot zuzuweisen. Die Core-Prüfung ist für freigegebene Worlds verfügbar.