Spiel konfigurieren · YAML-Editor

shapez konfigurieren

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shapez · World 0.0.0 · Paket 0.0.0 · 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 · 24 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

goal
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

goal_amount
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

required_shapes_multiplier
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

allow_floating_layers
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

randomize_level_requirements
Hilfe · Gewichtung möglich

Randomize the required shapes to complete levels.

World-Standard: true

randomize_upgrade_requirements
Hilfe · Gewichtung möglich

Randomize the required shapes to buy upgrades.

World-Standard: true

randomize_level_logic
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

randomize_upgrade_logic
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

throughput_levels_ratio
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

complexity_growth_gradient
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"

same_late_upgrade_requirements
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

early_balancer_tunnel_and_trash
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

lock_belt_and_extractor
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

include_achievements
Hilfe · Gewichtung möglich

Include up to 45 achievements (depending on other options) as additional locations.

World-Standard: true

exclude_softlock_achievements
Hilfe · Gewichtung möglich

Exclude 6 achievements, that can become unreachable in a save file, if not achieved until a certain level.

World-Standard: true

exclude_long_playtime_achievements
Hilfe · Gewichtung möglich

Exclude 2 achievements, that require actively playing for a really long time.

World-Standard: true

exclude_progression_unreasonable
Hilfe · Gewichtung möglich

Exclude progression and useful items from being placed into softlock and long playtime achievements.

World-Standard: true

shapesanity_amount
Hilfe · Gewichtung möglich

Amount of single-layer shapes that will be included as locations.

World-Standard: 50

traps_percentage
Hilfe · Gewichtung möglich

The probability of any filler item (in percent) being replaced by a trap.

World-Standard: 0

include_whacky_upgrades
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

split_inventory_draining_trap
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

toolbar_shuffling
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

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.