# 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: Player{number}

# Used to describe your yaml. Useful if you have multiple files.
description: Default PlateUp Template

game: PlateUp
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

PlateUp:
  ################
  # 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

  allow_save_file_editing:
    # Allow the client to make direct edits to your PlateUp save file.
    # Modifying player level (set to level 17), modifying garage.
    # When enabled, the client may write to your save file to apply these changes.
    # When disabled, no save file modifications are made.
    # Note: enabling this disables the appliances_kept option — items_kept will be sent as 0 and appliance retention will be handled via save file edits instead.
    'false': 50
    'true': 0

  #################
  # Goal Settings #
  #################
  goal:
    # Choose the win condition for your PlateUp run.
    # franchise_x_times: Franchise your restaurant the required number of times (see franchise_count).
    # complete_x_days: Survive and complete a set number of in-game days (see day_count).
    # reach_day_x_with_dishes: Reach a specific global day while having a minimum number of dishes active (see day_target and dish_goal_count).
    franchise_x_times: 50
    complete_x_days: 0
    reach_day_x_with_dishes: 0

  franchise_count:
    # How many times you must franchise your restaurant to trigger completion.
    # Each franchise resets your kitchen but lets you keep a number of appliances (see appliances_kept).
    # Only used when goal is set to franchise_x_times.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  day_count:
    # How many in-game days you must complete to trigger completion.
    # Each day is a full restaurant service. Higher values create longer runs with more locations and items.
    # Only used when goal is set to complete_x_days.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 1000
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-10-1000: 0 # random value between 10 and 1000

  day_target:
    # The global day number you must survive to in order to trigger completion.
    # You must reach this day with at least dish_goal_count dishes actively unlocked.
    # Only used when goal is set to reach_day_x_with_dishes.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 15
    # Maximum value is 100
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-15-100: 0 # random value between 15 and 100

  dish_goal_count:
    # How many dish unlocks must be in your possession when you reach the target day.
    # Must not exceed the dish count option — if it does, generation will raise an error.
    # Only used when goal is set to reach_day_x_with_dishes.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 18
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-18: 0 # random value between 1 and 18

  dish:
    # How many dishes are randomized into the item pool as unlock items, and how many dish-day location checks are generated.
    # Each selected dish contributes up to 15 day-based checks (one per day of a run).
    # Setting this to 0 leaves all dishes permanently unlocked and disables all dish-related checks.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 18
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-18: 0 # random value between 0 and 18

  free_starter_dishes:
    # How many of the selected dishes the player starts with already unlocked, at no cost.
    # The starting dish(es) are weighted toward easier options (Salad, Pizza, Coffee, Breakfast).
    # Set to 0 to require receiving every dish unlock from the multiworld.
    # Set equal to dish_count to start with all dishes already unlocked (making dish unlocks purely cosmetic checks).
    # Only relevant when dish count is greater than 0.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 18
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-18: 0 # random value between 0 and 18

  #####################
  # Progression Gates #
  #####################
  day_leases_enabled:
    # Enable Day Lease progression items in the pool.
    # When enabled, Day Lease items gate progress: you must have received enough leases before you can play the next block of days (see day_lease_interval for block size).
    # When disabled, no lease items are placed and no days are gated — useful if you prefer a free-flowing run without hard progression locks.
    'false': 0
    'true': 50

  day_lease_interval:
    # How many days pass between each required Day Lease block.
    # With day_leases_progressive off (default): days 1-N are free, days N+1 to 2N require 1 lease, etc.
    # With day_leases_progressive on: days 1-N require 1 lease, days N+1 to 2N require 2, etc.
    # Lower values create more frequent, smaller progression gates; higher values create larger, rarer gates.
    # Only relevant when day_leases_enabled is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 30
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-30: 0 # random value between 1 and 30

  day_leases_progressive:
    # Make day leases act as progressive items: the first lease for each food/dish is required to play even Day 1.
    # When enabled, leases_required = ceil(day / interval) — every day block requires at least one lease, so the
    # first lease acts as an unlock, preventing players from starting a food freely and then being gated mid-run.
    # When disabled (default), the first block of days (1 to interval) is free, and leases gate subsequent blocks.
    # This can help prevent players from being locked out of foods after franchising elsewhere.
    # Only relevant when day_leases_enabled is on.
    'false': 50
    'true': 0

  day_lease_mode:
    # Controls how Day Lease items are organised when day_leases_enabled is on.
    # global: a single shared 'Day Lease' item gates progression across all day-based content (default behaviour).
    # dish_specific: each dish gets its own named lease items (e.g. 'Steak Day Lease') that only gate progress on that dish's day locations. Requires dish_count > 0.
    # Only relevant when day_leases_enabled is on.
    global: 50
    dish_specific: 0

  dish_lease_scope:
    # When day_lease_mode is dish_specific, controls which dishes receive their own lease items.
    # all_dishes: every selected dish gets its own set of Day Lease items, one block per dish.
    # goal_count_only: only the first dish_goal_count dishes receive lease items; any remaining dishes have their day locations ungated by leases.
    # 
    # NOTE: This setting only applies when goal is reach_day_x_with_dishes. For franchise_x_times and complete_x_days goals,
    # this setting is ignored and all_dishes behavior is always used.
    # 
    # Only relevant when day_leases_enabled is on and day_lease_mode is dish_specific.
    all_dishes: 50
    goal_count_only: 0

  money_cap_enabled:
    # Enable the gold cap mechanic, which limits how much gold you can hold at once.
    # When enabled, Money Cap Increase items are placed in the pool as progression items that raise your cap.
    # When disabled, you have no gold limit and no Money Cap Increase items are placed — also disables reroll cost checks that depend on the cap.
    'false': 0
    'true': 50

  starting_money_cap:
    # The gold cap you begin with at the start of the run.
    # You cannot hold more gold than this at any time until you receive Money Cap Increase items.
    # Lower values create more pressure in early days; higher values give more starting freedom.
    # Only relevant when money_cap_enabled is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 40
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-10-40: 0 # random value between 10 and 40

  money_cap_increase_amount:
    # How much gold each Money Cap Increase item permanently adds to your maximum gold cap.
    # Higher values mean fewer items are needed to reach a comfortable cap, but each individual item is more impactful.
    # Only relevant when money_cap_enabled is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 100
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-100: 0 # random value between 5 and 100

  money_cap_increase_count:
    # How many Money Cap Increase items to place in the item pool.
    # Each item permanently raises your gold cap by money_cap_increase_amount.
    # Higher values spread cap increases more gradually across the run; lower values mean fewer but larger milestones.
    # Only relevant when money_cap_enabled is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # 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-1-20: 0 # random value between 1 and 20

  money_cap_activation:
    # Controls when a received Money Cap Increase item takes effect.
    # instant: your gold cap rises the moment the item is received, even during an active service day.
    # start_of_day: the cap increase is held until the beginning of your next cooking day, when the timer starts.
    # Only relevant when money_cap_enabled is on.
    instant: 50
    start_of_day: 0

  #############
  # Item Pool #
  #############
  appliance_unlocks:
    # Enable named appliance unlock items in the pool (e.g. 'Unlock Hob', 'Unlock Belt').
    # When enabled, finding one of these items adds that specific appliance to your future shop offerings, and optionally grants it immediately (see appliance_unlock_grants_appliance).
    # When disabled, only generic Random Appliance items are used, which grant a random appliance from the full pool.
    'false': 0
    'true': 50

  appliance_unlock_pool_size:
    # How many named appliance unlock items to include in the pool when appliance_unlocks is enabled.
    # The pool always prioritises progression-critical appliances (Hob, Counter, Sink, Plate Stack, Research Desk, Conveyor Belt, Grabber) first, then randomly samples from the remaining appliances up to the chosen size.
    # Lower values create a tighter, more focused pool; higher values allow more variety.
    # The maximum of 89 includes all 58 useful and 31 filler appliances from the mod's dictionaries.
    # Only relevant when appliance_unlocks is enabled.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 89
    30: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-10-89: 0 # random value between 10 and 89

  appliance_unlock_grants_appliance:
    # Controls whether receiving a named appliance unlock item also immediately places that appliance in your kitchen.
    # When enabled, the item acts as both an unlock and a direct grant — you get the appliance right away.
    # When disabled, the item only adds the appliance to your available shop pool for future purchase; you still need to buy it.
    # Only relevant when appliance_unlocks is enabled.
    'false': 0
    'true': 50

  unlocked_appliances_in_shop:
    # Controls whether appliances that have no unlock item in the pool are immediately available in the shop.
    # When enabled, any appliance not included in the appliance_unlock_pool (because it was not sampled or appliance_unlocks is off) is treated as already unlocked and available to purchase from the start.
    # When disabled, only appliances that have been explicitly unlocked via received items appear in the shop.
    'false': 0
    'true': 50

  decoration_unlocks:
    # Enable Random Decoration Unlock items as filler in the pool.
    # These items are cosmetic-only and unlock random decorations (wallpapers, floors, etc.) for use in your restaurant.
    # Disabling this replaces decoration unlock slots in the filler queue with Random Filler Appliances.
    'false': 0
    'true': 50

  player_speed_upgrade_count:
    # How many Player Speed Upgrade items to place in the pool.
    # These increase your chef's movement speed, making it easier to serve customers in time.
    # They are distributed as progression items evenly across the run, so later days require more of them.
    # Set to 0 to remove player speed upgrades entirely.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  appliance_speed_upgrade_count:
    # How many Appliance Speed Upgrade items to place in the pool.
    # These increase the processing speed of your kitchen appliances (cooking, chopping, cleaning).
    # Whether this produces one grouped item or three separate items depends on appliance_speed_mode.
    # Set to 0 to remove appliance speed upgrades entirely.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  appliance_speed_mode:
    # Controls how Appliance Speed Upgrades are split in the item pool.
    # grouped: all appliance speed upgrades are a single generic item that boosts all appliance speeds.
    # separate: speed upgrades are split into three distinct items — Speed Upgrade Cook, Speed Upgrade Chop, and Speed Upgrade Clean — giving finer control over which stations improve first.
    grouped: 50
    separate: 0

  appliances_kept:
    # How many appliances you are allowed to keep when franchising.
    # Higher values make each franchise run easier since you carry over more of your kitchen setup.
    # This is sent directly to the client and enforced in-game.
    # Has no effect when allow_save_file_editing is enabled, as the client will manage appliance retention via save file edits instead.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  ##############
  # Difficulty #
  ##############
  random_research:
    # Enable random research mode.
    # When enabled, the research desk randomly researches into any appliance in the pool instead of the fixed progression path. 
    # When disabled, the research desk works as in vanilla.
    'false': 50
    'true': 0

  starting_cards:
    # Which difficulty tier of Customer Cards are automatically dealt at the start of every Archipelago run, a seed is set when you join a new apworld.
    # Customer Cards impose penalty rules on customers (e.g. impatience, larger groups).
    # none: no starting cards, normal difficulty.
    # easy: one or more easy cards are dealt each run.
    # hard: one or more hard cards are dealt each run.
    # both: a mix of easy and hard cards are dealt each run.
    # The number of cards dealt is set by starting_cards_amount. An equal number of Remove Card items are added to the pool to let you undo them.
    none: 0
    easy: 50
    hard: 0
    both: 0

  starting_cards_amount:
    # How many Customer Cards are dealt at the start of each run.
    # This also determines how many Remove Card progression items are placed in the pool — one per starting card — so you can gradually cancel out the penalty cards as you receive items.
    # Only relevant when starting_cards is not none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 8
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-8: 0 # random value between 1 and 8

  extra_starting_cards:
    # A list of specific customer cards to deal at the start of every run, on top of any random starting_cards.
    # For each card listed, one Remove Card progression item is added to the pool so you can cancel it.
    # Use lowercase_underscore slugs, e.g. [high_expectations, large_groups].
    # Valid slugs: individual_dining, medium_groups, large_groups, flexible_dining,
    # morning_rush, lunch_rush, dinner_rush, herd_mentality, advertising, advertising_2,
    # all_you_can_eat, double_helpings, blindfolded_chefs, closing_time, discounts, empathy,
    # health_and_safety, high_expectations, high_quality, high_standards, instant_service,
    # leisurely_eating, personalized_waiting, picky_eaters, relaxed_atmosphere,
    # sedate_atmosphere, simplicity, splash_zone, victorian_standards.
    []

  starting_group_size:
    # The customer group size your restaurant starts with at the beginning of the run.
    # Larger groups are significantly harder to serve in time. In the base game the group size starts at 1.
    # When set above 1, (starting_group_size - 1) Reduce Group Size progression items are placed in the pool and distributed evenly across the run, gradually bringing the group size back down to 1.
    # Set to 0 to disable this mechanic entirely and use the normal starting group size.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  global_patience_enabled:
    # Enable Global Patience Increase as a progression mechanic.
    # When enabled, customer patience starts reduced and Global Patience Increase items are required to progress to later days.
    # The items are distributed evenly across the run, so you need more of them to reach later days.
    # When disabled, patience behaves normally and no patience upgrade items are placed.
    'false': 50
    'true': 0

  global_patience_upgrade_count:
    # How many Global Patience Increase progression items to place in the pool.
    # These are gated evenly across the run — more are required before you can reach later days.
    # Higher counts create more patience-gated progression milestones throughout the run.
    # Only relevant when global_patience_enabled is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  global_patience_starting_debuff:
    # How much patience is subtracted from all customers at the start of the run.
    # This is the baseline penalty before any Global Patience Increase items are received.
    # At 0, customers start with normal patience (no debuff).
    # Values around -40 are where the early game starts to feel very punishing — customers leave quickly and mistakes are costly.
    # Values below -40 approach impossible territory: at -70 or lower, early days are effectively unwinnable without significant kitchen optimisation and luck.
    # The range extends to -100 for completeness, but practical play recommends staying above -50.
    # Each Global Patience Increase item received will partially restore patience toward the normal level.
    # Only relevant when global_patience_enabled is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -100
    # Maximum value is 0
    -20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--100-0: 0 # random value between -100 and 0

  death_link:
    # Enable DeathLink, which ties your fate to other DeathLink-enabled players in the multiworld.
    # When your run ends (e.g. a day fails), it triggers a death for all linked players, and vice versa.
    # The exact effect of a received DeathLink is controlled by death_link_behavior.
    'false': 50
    'true': 0

  death_link_behavior:
    # What happens when a DeathLink signal is received from another player.
    # reset_run: immediately end your current run and start fresh.
    # reset_to_last_star: roll back your restaurant to the state it was in at your last earned star.
    # Only relevant when death_link is enabled.
    reset_run: 50
    reset_to_last_star: 0

  ##################
  # Filler Weights #
  ##################
  patience_filler_percent:
    # What percentage of the remaining filler capacity to fill with Patience Increase items.
    # Patience Increase gives a temporary buff to customer patience for a day, making service easier.
    # At 0, Patience Increase items still appear naturally through the standard filler queue rotation.
    # The budget is consumed in order across all filler percent options, so the total can never overflow.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  customer_filler_percent:
    # What percentage of the remaining filler capacity to fill with Less Customers items.
    # Less Customers temporarily reduces the number of customers served in a day, giving some breathing room.
    # At 0, Less Customers items still appear naturally through the standard filler queue rotation.
    # The budget is consumed in order across all filler percent options, so the total can never overflow.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  group_size_filler_percent:
    # What percentage of the remaining filler capacity to fill with Group Size Decrease items.
    # The allocated slots are split evenly between Minimum Group Size Decrease and Maximum Group Size Decrease.
    # These items reduce the minimum and maximum number of customers in each arriving group, making service more manageable.
    # At 0, Group Size Decrease items still appear naturally through the standard filler queue rotation.
    # The budget is consumed in order across all filler percent options, so the total can never overflow.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  mess_reduction_percent:
    # What percentage of the remaining filler capacity to fill with Mess Reduction items.
    # Mess Reduction decreases the amount of mess generated on a given day, reducing the cleaning burden.
    # At 0, Mess Reduction items still appear naturally through the standard filler queue rotation.
    # The budget is consumed in order across all filler percent options, so the total can never overflow.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  coin_filler_percent:
    # What percentage of the remaining filler capacity to fill with Coin items (10 Coins each).
    # Coins provide small amounts of in-game currency when received.
    # At 0, coins still appear naturally through the standard filler queue rotation.
    # The budget is consumed in order across all filler percent options, so the total can never overflow.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  #########
  # Traps #
  #########
  trap_chance:
    # The percentage of remaining filler slots that will be replaced by trap items.
    # Set to 0 to disable traps entirely.
    # At 100, every available filler slot becomes a trap.
    # Which traps appear and their relative frequency is controlled by trap_weights.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  trap_weights:
    # Relative weights for each trap type. Higher values make that trap more likely to appear.
    # Set a trap's weight to 0 to exclude it entirely from the pool.
    # Set trap_chance to 0 to disable traps entirely.
    # random_dish_extra: adds a random dish extra requirement (e.g. extra napkins, candles) for the day.
    # random_side_dish: adds a random side dish requirement for the day.
    # tip_jar_drain: empties your tip jar for the day.
    # good_advertisement: floods the restaurant with extra customers.
    # card_swap: swaps one of your active customer cards for a random different one.
    card_swap: 1
    everything_is_on_fire: 1
    good_advertisement: 1
    max_group_size_increase: 1
    min_group_size_increase: 1
    more_customers: 1
    patience_decrease: 1
    random_customer_card: 1
    random_dish_extra: 1
    random_side_dish: 1
    super_slow: 1
    tip_jar_drain: 1

  ##########
  # Checks #
  ##########
  setting_checks:
    # Enable location checks tied to in-game restaurant settings (Country, City, Alpine, and optionally others).
    # Each enabled setting generates up to 15 day-based checks, one per day of a run played in that setting.
    # Settings are cosmetic map variants and do not affect gameplay balance, but playing them becomes required to clear their checks.
    # Configure which settings are included using setting_check_mode and setting_extra_checks.
    'false': 50
    'true': 0

  setting_check_mode:
    # Controls which settings generate day-based location checks.
    # base_only: generates checks only for the 3 base settings (Country, City, Alpine).
    # base_and_extras: generates checks for the base 3 settings plus any extras listed in setting_extra_checks.
    # extras_only: generates checks only for the extras listed in setting_extra_checks, skipping the base settings.
    # Only relevant when setting_checks is enabled.
    base_only: 50
    base_and_extras: 0
    extras_only: 0

  setting_extra_checks:
    # A list of additional settings beyond the base three (Country, City, Alpine) that should generate day-based checks.
    # Only settings listed here will be included when setting_check_mode is extras_only or base_and_extras.
    # Use YAML flow-list syntax, e.g. setting_extra_checks: [autumn, witch, turbo].
    # Valid slugs (lowercase): autumn, banquet, turbo, witch.
    []

  achievement_check_mode:
    # Controls which achievement location checks are included.
    # all: includes all achievements reachable given the current goal settings (overtime and New Chef Plus are filtered by day count automatically).
    # earned_only: additionally excludes achievements gated behind specific option combinations that are currently disabled (e.g. Charcoal Factory and Safety Last when appliance_unlocks is off).
    # none: disables all achievement checks.
    all: 50
    earned_only: 0
    none: 0

  blueprint_check_count:
    # How many Archipelago blueprint checks to add to the location pool.
    # On appliance shop days, 3 Archipelago pedestals appear by the street alongside the regular shop.
    # Buying a pedestal sends a check and replaces it with the next one in the pool, so the 3 visible slots
    # cycle through the entire queue over time.
    # Set to 0 to disable pedestal checks entirely.
    # When money_cap_enabled is on, checks whose cost exceeds the maximum achievable cap are excluded so they
    # are never permanently inaccessible. A buffer of ~30% extra checks beyond that hard limit is still included
    # because gold earned during a service day (before the cap is applied) can cover the shortfall — those bonus
    # checks simply require all available Money Cap Increase items to be in logic.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  blueprint_base_price:
    # The coin cost of the very first Archipelago pedestal.
    # Each subsequent pedestal costs this amount plus blueprint_price_increase, so costs rise as more are purchased.
    # If the price of a pedestal would exceed the maximum achievable money cap (starting_money_cap +
    # money_cap_increase_amount × money_cap_increase_count) for more than ~30%% of the requested checks, the
    # excess checks are silently dropped from the pool to prevent inaccessible locations.
    # Only relevant when blueprint_check_count is greater than 0.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  blueprint_price_increase:
    # How many extra coins each successive pedestal costs compared to the one before it.
    # For example, with a base price of 10 and an increase of 20, the pedestals cost 10, 30, 50, 70, and so on.
    # Set to 0 to keep all pedestals at the same price.
    # High values combined with a low money cap will cause later checks to be excluded or capped at the
    # all-items-required access rule (see blueprint_check_count for details).
    # Only relevant when blueprint_check_count is greater than 0.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  reroll_check_count:
    # How many reroll cost checks to add to the location pool.
    # On appliance shop days, rerolling the shop costs coins and sends a check each time.
    # Set to 0 to disable reroll cost checks entirely.
    # Location IDs are in the range 130001–130100.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  ###########################
  # 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_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.
    []
