Progression Balancing ↺ Standard
progression_balancing
Erweiterte Option · YAML-Wert
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
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Accessibility ↺ Standard
accessibility
Erweiterte Option · YAML-Wert
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
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Goal ↺ Standard
goal
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: 0
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Goal amount ↺ Standard
goal_amount
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: 27
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Required shapes multiplier ↺ Standard
required_shapes_multiplier
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: 10
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Allow floating layers ↺ Standard
allow_floating_layers
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: false
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Randomize level requirements ↺ Standard
randomize_level_requirements
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Randomize the required shapes to complete levels.
World-Standard: true
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Randomize upgrade requirements ↺ Standard
randomize_upgrade_requirements
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Randomize the required shapes to buy upgrades.
World-Standard: true
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Randomize level logic ↺ Standard
randomize_level_logic
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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).
World-Standard: 2
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Randomize upgrade logic ↺ Standard
randomize_upgrade_logic
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: 1
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Throughput levels ratio ↺ Standard
throughput_levels_ratio
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: 0
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Complexity growth gradient ↺ Standard
complexity_growth_gradient
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: "0.5"
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Same late upgrade requirements ↺ Standard
same_late_upgrade_requirements
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If upgrade requirements are randomized, should the last 3 shapes for each category be the same,
as in vanilla?
World-Standard: true
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Early balancer, tunnel, and trash ↺ Standard
early_balancer_tunnel_and_trash
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.**
World-Standard: 2
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Lock Belt and Extractor ↺ Standard
lock_belt_and_extractor
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Locks Belts and Extractors and adds them to the item pool.
**If you set this to true, achievements must also be included.**
World-Standard: false
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Include Achievements ↺ Standard
include_achievements
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Include up to 45 achievements (depending on other options) as additional locations.
World-Standard: true
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Exclude softlock achievements ↺ Standard
exclude_softlock_achievements
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Exclude 6 achievements, that can become unreachable in a save file, if not achieved until a certain level.
World-Standard: true
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Exclude long playtime achievements ↺ Standard
exclude_long_playtime_achievements
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Exclude 2 achievements, that require actively playing for a really long time.
World-Standard: true
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Exclude progression items in softlock and long playtime achievements ↺ Standard
exclude_progression_unreasonable
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Exclude progression and useful items from being placed into softlock and long playtime achievements.
World-Standard: true
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Shapesanity amount ↺ Standard
shapesanity_amount
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Amount of single-layer shapes that will be included as locations.
World-Standard: 50
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Traps Percentage ↺ Standard
traps_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich The probability of any filler item (in percent) being replaced by a trap.
World-Standard: 0
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Include Whacky Upgrades ↺ Standard
include_whacky_upgrades
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: false
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Split Inventory Draining Trap ↺ Standard
split_inventory_draining_trap
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: false
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Toolbar Shuffling ↺ Standard
toolbar_shuffling
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: true
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