Factorio: Space Age

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


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.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

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.
25
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0

Goal

Goal required to complete the game. space science: Research victory with 4 science packs: automation, logistic, chemical, space (red, green, blue, white). any other planet science: (default) Research victory with 5 science packs: automation, logistic, chemical, space, and one of metallurgic, agricultural, or electromagnetic. If you start on another planet, then that science doesn't count. aquilo orbit: Reach Aquilo orbit with a space platform. planet-discovery-aquilo is shuffled into the multiworld. aquilo orbit 10 science: Reach Aquilo orbit after researching the unrandomized planet-discovery-aquilo, which requires 10 science packs (everything except cryogenic and promethium). solar system edge: Reach the solar system edge with a space platform. promethium-science-pack (which unlocks the solar system edge) is shuffled into the multiworld. solar system edge 11 science: Reach the solar system edge after researching the unrandomized promethium-science-pack, which requires all 11 non-promethium science packs. Note that technology_prerequisites adds extra steps to unlocking unrandomized technology locations related to the goal.
0
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0
0
0
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0

starting_planet

Start on one of the other 3 inner planets. To randomly select a planet, use advanced option randomization to specify weights. Requires _CodeGreen's Any Planet Start mod: https://mods.factorio.com/mod/any-planet-start WARNING: starting on Gleba with enemies enabled is very difficult. See also pentapod_killers and gleba_coal.
25
0
0
0
0

Allow Imported Blueprints

Allow blueprints imported from outside the current game.
0
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0

skip_starting_trigger_techs

Instead of needing to craft iron plates, copper plates, and a lab at the start of the run, start with the recipes for steam power, labs, and logistic science pack already unlocked. The set of technologies changes with the starting_planet setting, and it's recommended particularly on Vulcanus and Gleba. The free_samples setting gives items from the early triggers, so on Vulcanus, you can start with foundries straight away without setting up a lubricant build, and on Gleba, you can start with biochambers without looting egg rafts.
25
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0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
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0
World Gen

world_gen

vanilla: The vanilla Default settings. buffed resources: All resource patches cranked to the max, cliffs disabled, oceans reduced, Fulgoran islands max size. custom: use the world_gen_custom property.
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0

world_gen_enemies

Enable enemies. Turning this off checks the 'No enemies' mode during world gen and disables pollution. Ignored when world_gen is set to 'custom'.
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0

world_gen_asteroid_spawn_rate

Percentage modifier for spawning asteroids. Ignored when world_gen is set to 'custom'. TODO: unimplemented.
This is a range option.

Accepted values:
Normal range: 10 - 400
0
25
0
0
0
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0

world_gen_spoil_rate

Percentage modifier for spoiling rate. Higher rate is faster spoiling. Ignored when world_gen is set to 'custom'. TODO: unimplemented.
This is a range option.

Accepted values:
Normal range: 10 - 1000
0
25
0
0
0
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0

Custom World Generation

Only used when world_gen is set to 'custom'. Overview of options at https://wiki.factorio.com/Map_generator, with in-depth documentation at https://lua-api.factorio.com/latest/concepts/MapGenSettings.html . Other resources that may help: * https://lua-api.factorio.com/latest/types/MapGenPreset.html * https://github.com/wube/factorio-data/blob/master/map-gen-settings.example.json * https://github.com/wube/factorio-data/blob/master/map-settings.example.json * https://fesc.pages.dev/ ( https://github.com/rfvgyhn/factorio-exchange-string-parser ) Specify a combination of the 'basic' and 'advanced' settings in this object; they will be pulled apart appropriately. TODO: currently only preset settings can be used, not regular settings. If you don't know what that means, neither do I, but it means you can't fiddle with the spoil rate for example. If you wish you could just use a map exchange string, please contribute to this forum discussion: https://forums.factorio.com/viewtopic.php?p=689150
This option cannot be modified here. Please edit your .yaml file manually.
Technologies

Technology Prerequisites

Researching a technology location requires researching the prerequisite locations first, the connections in the technology graph. vanilla: Imitate the vanilla tech tree connections. removed: No prerequisites. All technology locations can be researched simply by meeting the individual requirements. Note that with prerequisites removed, the technology GUI lists all the trigger techs for planets you haven't visited yet before the research techs that you're actually looking for, which can be a little annoying. However, with prerequisites included, triggers can block large swaths of other techs, such as pumping oil and mining uranium.
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0

Progressive Technologies

Group technologies together as progressive item chains. For example, there are 3 copies of 'progressive-speed-module' in the multiworld item pool, the first one you receive gives the recipe for speed module 1, the second gives speed module 2, and so on. See https://github.com/thejoshwolfe/Archipelago/blob/space-age/worlds/factorio_space_age/data/ap_data.py for the full definitions of these. only_related: Technologies with similar names will be grouped together in a progress chain. This requires several specific items to progress, such as oil-gathering, oil-processing, plastics, and advanced-circuit all as individual items. large_groups: Loosely-related technologies will be grouped together with more critical recipes near the start and less critical bonuses near the end. This allows many more ways to get critical technologies, for example 2/9+ progressive-oil and 2/9+ progressive-circuit to get the same set of recipes listed in the previous example. Additional copies of progressive-circuit can be added to the pool with filler_processing_unit_productivity_weight, and similarly with other infinite technologies as filler items. See also this community-maintained info sheet: https://docs.google.com/spreadsheets/d/e/2PACX-1vQEF0W46I7aHX6mgmaiVfVMI_SWJIhQyNpzkelunmdCHO8VloBntOKRI1Hg7j0y-LwcOmiVbS-dLqba/pubhtml#gid=1921791348
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Infinite Technologies

How to handle infinitely researchable technologies, e.g. steel-plate-productivity. vanilla: They are not randomized, e.g. research productivity always requires promethium science packs. shuffled: The cost and prerequisites of the infinite techs are shuffled, e.g. research productivity might require only military, utility, and agricultural science packs (the location of the health technology). removed: Infinite technologies are removed.
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0

Technology Tree Information

How much information should be displayed in the tech tree. None: No indication of what a research unlocks. Advancement: Indicates if it's a logical advancement for the recipient. Recipient: Reveals who the recipient is. Recipient Advancement: Says both who it's for and whether it's an advancement. Full: Reveals exact names and recipients of unlocked items; all researches are prefilled into the !hint command.
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Speedups/Balance

quick_start

Start with power armor, some personal bots, some bot speed upgrades, and a chunk of materials to help get through the early game.
0
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Starting Items

Mapping of Factorio internal item-name to amount granted on start.
This option cannot be modified here. Please edit your .yaml file manually.

Free Samples

Get free items with your recipe unlocks. These are not considered by logic.
0
0
0
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Free Samples Quality

If free samples are on, determine the quality of the granted items.
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0

Free Sample Blacklist

Recipes that when unlocked should never grant Free Samples of their products. Fluids, barreling/unbarreling, and biter eggs are always excluded.
This option cannot be modified here. Please edit your .yaml file manually.

tech_cost_divisor

Reduce the cost of research technologies by dividing by this number. 1 = Vanilla. 10 = All technologies require 1/10th as much science.
This is a range option.

Accepted values:
Normal range: 1 - 10
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0

tech_cost_max_count

Cap the number of units a research technology can require. Vanilla technologies max out at 5000 (e.g. mech-armor). This limit is applied after tech_cost_divisor, and does not apply to infinite technologies.
This is a range option.

Accepted values:
Normal range: 1 - 5000
0
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0
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0

space_technology_level

Downgrade space-related crafting ingredients to make space travel accessible earlier in the game: vanilla -> mid game -> early game; processing unit -> advanced circuit -> electronic circuit; low density structure -> plastic bar -> copper plate; rocket fuel -> sulfur -> coal; electric engine unit -> engine unit -> iron gear wheel; steel plate -> steel plate -> iron plate; concrete -> concrete -> stone brick; Changes apply to these recipes: rocket-silo, rocket-part, space-platform-foundation, space-platform-starter-pack, cargo-landing-pad, cargo-bay, asteroid-collector, crusher, thruster, chemical-plant, solar-panel. If require_self_sufficient_space_platform is enabled and not starting on Vulcans, then electric-furnace will also be included in the list. The early_game setting unlocks chemical plants as part of space-platform-thruster so you can melt ice and make fuel. This setting also reduces small and medium asteroid health. To get the most out of this option, you might be interested in these other changes: technology_prerequisites: removed progressive_technologies: only_related # TODO: make a better option for this mode. energy_link_recipe: early_game And if you really want to go straight into space at the start of the multiworld: start_inventory_from_pool: rocket-silo: 1 space-platform: 1 advanced-material-processing-2: 1 # if you want furnaces in space space-platform-thruster: 1 gun-turret: 1 # One of these: solar-energy: 1 ap-energy-link-bridge: 1 When starting_planet is not set to nauvis, then this option's behavior changes accordingly.
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vulcanus_rocks

When starting on Vulcanus, multiply all drops from hand-mining rocks. This is your only source of iron, copper, and stone until you make foundries (which are not randomized). Hand-mined rocks are your only source of tungsten ore to make more foundries until big mining drills, and until you can kill demolishers, if enabled. Hand-mining rocks never satisfies the logical requirements for automating metallurgic science.
This is a range option.

Accepted values:
Normal range: 1 - 10
0
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0
0
0
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0

gleba_coal

When starting on Gleba, how should coal be acquired or obviated? Coal is normally required for military science and may be used for defense against Gleba enemies. vanilla: 20 spoilage -> 1 coal through burnt spoilage and carbon synthesis. buffed_ratio: 1 spoilage -> 1 coal through burnt spoilage and carbon synthesis. buffed_speed: burnt spoilage recipe sped up from 12s to 1s. alternate_explosives: add alternate recipes for explosives and grenades to avoid the need for coal on Gleba.
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Logic

require_electric_mining_drill

Logically require electric mining drills for logistic science pack automation (green science). Otherwise, you may need to use burner mining drills for automation until Vulcanus or uranium is required.
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require_logistics

Logically require underground belts and splitters for logistic science pack automation (green science).
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require_self_sufficient_space_platform

Logically require either electric furnaces or both foundries and advanced asteroid processing for space science pack automation and for traveling space. Otherwise, you may need to supply space platforms with metal plates shipped up via rocket.
0
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0

require_ice_melting

Logically require ice melting for traveling space. Otherwise, you may need to supply space platforms with water barrels shipped up via rocket.
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require_gun_turret

Logically require gun turrets for destroying medium asteroids. Otherwise, you may need to use walls and speed regulation to survive space travel. (Large and huge asteroids always logically require rocket turrets and railgun turrets respectively.)
0
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0

require_gun_turret_upgrades

When require_gun_turret is enabled, how many levels of weapon-shooting-speed and physical-projectile-damage should also be logically required for destroying medium asteroids? easy: (default) 6 damage, 6 speed. medium: 4 damage, 4 speed. hard: 2 damage, 2 speed. none: no logically required bonuses. When space_technology_level is mid_game or early_game, These numbers are reduced by 1/2 or 1/4 (rounded down) respectively, because that option also reduces asteroid HP.
25
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require_medium_electric_pole

Logically require medium electric poles for automating metallurgic and electromagnetic science packs. Otherwise, you may need to ship in wood to make electric poles.
0
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require_gleba_for_spoilage

Logically require Gleba for access to spoilage. Otherwise, you may need to wait >2 hours (configurable) for fish to spoil on Nauvis to get nutrient-triggered technology.
0
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0

require_seed_disposal

Logically require either heating towers or recyclers to automate agricultural science pack.
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0

require_lightning_rod

Logically require lightning rods for setting up mining drills on Fulgora. Otherwise, you may need to solve the lightning problem some other way. NOTE: This option does nothing, because the requirements for landing on Fulgora include all the requirements for crafting lightning rods.
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require_dark_power

Logically require nuclear power to reach Aquilo. Otherwise, you may need to rely on poorly performing solar panels in dark space.
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require_fast_inserter

Logically require fast inserters to automate advanced circuits.
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require_assembling_machine_2

Logically require assembling machine 2 to automate advanced circuits.
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require_fluid_handling

Logically require pumps and storage tanks for advanced oil processing.
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require_construction_robots

Logically require construction robots before automating production or utility science (purple/yellow) or traveling to another planet.
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require_logistic_robots

Logically require requester chests and logistic robots before traveling to another planet.
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require_asteroid_processing

Logically require asteroid reprocessing and advanced asteroid processing to reach Aquilo.
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require_heating_tower

Logically require heating towers to heat buildings on Aquilo. Otherwise, you may need to ship in nuclear fuel cells.
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demolisher_killers

What should the logic consider viable methods for killing small demolishers? When enemies are enabled (according to `world_gen_enemies` or `world_gen_custom.no_enemies_mode`), killing small demolishers is logically required for automating tungsten ore. WARNING: military bonuses for damage, weapon speed, etc. are not considered by the logic.
This option cannot be modified here. Please edit your .yaml file manually.

pentapod_killers

What should the logic consider viable methods for killing Gleba enemies and defending your base against their attacks? When enemies are enabled (according to `world_gen_enemies` or `world_gen_custom.no_enemies_mode`), killing Gleba enemies is logically required for automating agricultural science, and if starting on Gelba, also required for automating chemical science. WARNING: military bonuses for damage, weapon speed, etc. are not considered by the logic. For backward compatibility with apworld versions prior to 2.2.0, "land mine" is accepted as an alias for "land mine and construction robot".
This option cannot be modified here. Please edit your .yaml file manually.
Energy Link

Energy Link

Allow sending and receiving energy to/from a shared pool in the multiworld. The Archipelago EnergyLink Bridge item is craftable in-game and functions like an accumulator for sending and receiving energy. 25% of the energy is lost during sending. All EnergyLink-enabled games in the multiworld use the same pool. Unit conversions between Factorio (Joules), Mega Man (HP), Roller Coaster Tycoon (USD), Donkey Kong Country (Bananas), etc. is left to the apworld developers. EnergyLink can also be used to transport energy between planets in Factorio: Space Age or to/from space platforms.
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energy_link_recipe

The recipe to craft an Archipelago EnergyLink Bridge. early game: Made from iron plates and copper plates. mid game: Made from accumulator and radar (requires oil, acid, and battery). fulgora: Made from supercapacitor and radar.
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0

energy_link_technology

Should the Archipelago EnergyLink Bridge recipe be unlocked by a technology, which is an item in the multiworld? Note that this interacts with the free samples option.
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require_energy_link

Logically require Archipelago EnergyLink Bridges for the following, depending on the setting of energy_link_recipe: early_game: logistic science pack automation (green science). mid_game: chemical science pack automation (blue science). fulgora: electromagnetic science pack automation.
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energy_link_satisfies_requirements

Allow Archipelago EnergyLink Bridges to satisfy the logical requirement for generating power in space, including in dark space. This may make solar panels unnecessary.
25
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Traps/Filler

filler_count

How many filler items should there be? The actual number of filler items may be higher than the number specified for various reasons. The settings below can be used to specify the weighted chance that filler items are helpful, harmful, or nothing. New locations, if needed, are generated by creating copies of random existing (finite, non-trigger) research objectives.
This is a range option.

Accepted values:
Normal range: 0 - 700
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0

filler_nothing_weight

Weighted chance that a filler item does literally nothing. The name of a nothing item is chosen randomly from: laser, flammables, modules, biter-egg-handling.
This is a range option.

Accepted values:
Normal range: 0 - 1000
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0
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0

filler_artillery_shell_damage_weight

Weighted chance that a filler item is progressive-artillery-shell-damage
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
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0

filler_artillery_shell_range_weight

Weighted chance that a filler item is progressive-artillery-shell-range
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
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0

filler_artillery_shell_speed_weight

Weighted chance that a filler item is progressive-artillery-shell-speed
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
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0

filler_asteroid_productivity_weight

Weighted chance that a filler item is progressive-asteroid-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
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0

filler_electric_weapons_damage_weight

Weighted chance that a filler item is progressive-electric-weapons-damage
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_follower_robot_count_weight

Weighted chance that a filler item is progressive-follower-robot-count
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
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0

filler_health_weight

Weighted chance that a filler item is progressive-health
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_laser_weapons_damage_weight

Weighted chance that a filler item is progressive-laser-weapons-damage
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_low_density_structure_productivity_weight

Weighted chance that a filler item is progressive-low-density-structure-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_mining_productivity_weight

Weighted chance that a filler item is progressive-mining-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_physical_projectile_damage_weight

Weighted chance that a filler item is progressive-physical-projectile-damage
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_plastic_bar_productivity_weight

Weighted chance that a filler item is progressive-plastic-bar-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_processing_unit_productivity_weight

Weighted chance that a filler item is progressive-processing-unit-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_railgun_damage_weight

Weighted chance that a filler item is progressive-railgun-damage
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_railgun_shooting_speed_weight

Weighted chance that a filler item is progressive-railgun-shooting-speed
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_refined_flammables_weight

Weighted chance that a filler item is progressive-refined-flammables
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_research_productivity_weight

Weighted chance that a filler item is progressive-research-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_rocket_fuel_productivity_weight

Weighted chance that a filler item is progressive-rocket-fuel-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_rocket_part_productivity_weight

Weighted chance that a filler item is progressive-rocket-part-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_scrap_recycling_productivity_weight

Weighted chance that a filler item is progressive-scrap-recycling-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_steel_plate_productivity_weight

Weighted chance that a filler item is progressive-steel-plate-productivity
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_stronger_explosives_weight

Weighted chance that a filler item is progressive-stronger-explosives
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

filler_worker_robots_speed_weight

Weighted chance that a filler item is progressive-worker-robots-speed
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

attack_trap_weight

Weighted chance that a filler item is a trap that when received triggers an attack on your base.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

teleport_trap_weight

DEPRECATED: this option has been removed due to bugs. See https://github.com/thejoshwolfe/Archipelago/issues/18 if you'd like to contribute a fix so that it can be re-enabled.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

grenade_trap_weight

Weighted chance that a filler item is a trap that when received triggers a grenade explosion on each player.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

cluster_grenade_trap_weight

Weighted chance that a filler item is a trap that when received triggers a cluster grenade explosion on each player.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

artillery_trap_weight

Weighted chance that a filler item is a trap that when received triggers an artillery shell on each player.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

atomic_rocket_trap_weight

Weighted chance that a filler item is a trap that when received triggers an atomic rocket explosion on each player. Warning: there is no warning. The launch is instantaneous.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

atomic_cliff_remover_trap_weight

Weighted chance that a filler item is a trap that when received triggers an atomic rocket explosion on a random cliff. Warning: there is no warning. The launch is instantaneous.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

evolution_trap_weight

Weighted chance that a filler item is a trap that when received increase the enemy evolution.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0

Evolution Trap % Effect

How much an Evolution Trap increases the enemy evolution. Increases scale down proportionally to the session's current evolution factor (40 increase at 0.50 will add 0.20... 40 increase at 0.75 will add 0.10...)
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

inventory_spill_trap_weight

Weighted chance that a filler item is a trap that when received triggers dropping your main inventory and trash inventory onto the ground.
This is a range option.

Accepted values:
Normal range: 0 - 1000
25
0
0
0
0
0
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.

Excluded 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.
This option cannot be modified here. Please edit your .yaml file manually.