# 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 Rain World Template

game: Rain World
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Rain World: 1.6.0 # Version of the world required for this yaml to work as expected.

Rain World:
  #############
  # Important #
  #############
  is_msc_enabled:
    # Whether More Slugcats Expansion (Downpour) is enabled, regardless of which campaign you plan to play.
    'false': 50
    'true': 0

  is_watcher_enabled:
    # Whether The Watcher is enabled, regardless of which campaign you plan to play.
    'false': 50
    'true': 0

  which_campaign:
    # Which slugcat's campaign you will play.
    monk: 0
    survivor: 50
    hunter: 0
    gourmand: 0
    artificer: 0
    rivulet: 0
    spearmaster: 0
    saint: 0
    sofanthiel: 0
    watcher: 0

  passage_progress_without_survivor:
    # How The Survivor affects earning other passages.
    # 
    # **Disabled**: Only The Martyr, The Mother, and The Pilgrim can be earned before The Survivor.
    # 
    # **Enabled**: The Dragon Slayer, The Friend, and The Wanderer can additionally be earned before The Survivor.
    # 
    # **Bypassed**: Every passage can be earned before The Survivor.
    # 
    # This will override the actual value of the corresponding setting in the Rain World Remix menu.
    disabled: 0
    enabled: 0
    bypassed: 50

  which_victory_condition:
    # What the victory condition should be.
    # **Ascension** is the default, and **Story** is the slugcat specific ending.
    # **Echoes** requires meeting enough Echoes to satisfy the Pilgrim passage.
    # **Food Quest** requires eating every edible food in order to fill out the tracker.
    # This includes expanded food quest, if it is enabled.
    # 
    # The **Story** victory condition depends on the selected gamestate:
    # 
    # **Vanilla**, **Saint**, or **Sofanthiel**: No alternate.
    # 
    # **Monk** and **Survivor**: Reach Journey's End in Outer Expanse.
    # 
    # **Hunter**: Use the green neuron on Looks to the Moon in Shoreline.
    # 
    # **Gourmand**: Receive the Mark in order to reach Outer Expanse, and subsequently reach Journey's End.
    # 
    # **Artificer**: Receive the Mark and the Citizen ID drone in order to reach Metropolis and kill the Chieftain Scavenger.
    # 
    # **Rivulet**: Receive the Rarefaction Cell and deliver it to Submerged Superstructure,
    # then meet Looks to the Moon.
    # 
    # **Spearmaster**: Receive the SM pearl and Moon's message, then deliver it to Communications Array in Sky Islands.
    # 
    # When playing as the Watcher, these options are different:
    # **Ascension** / **Spinning Top**: Complete the Spinning Top ending.
    # **Story** / **Prince**: Complete the Prince ending.
    # **Echoes** / **Weaver**: Complete the Weaver ending.
    # **True Ending**: Complete the True ending. If this is chosen on a non-Watcher slugcat, it will be interpreted as ascension.
    ascension: 50
    story: 0
    echoes: 0
    food_quest: 0
    true_ending: 0

  which_gate_behavior:
    # **Key only**: A key for each accessible gate is placed into the pool.
    # These keys are required to use karma gates, and karma is not.
    # 
    # **Key and Karma**: Keys are required *and* gates have karma requirements.
    # 
    # **Key or Karma**: Either keys or karma are sufficient to use a gate.
    # 
    # **Karma only**: Unrandomized behavior.  Keys are not placed into the pool.
    # 
    # Gates will have Monk-style behavior if you choose a setting other than **Key only**.
    key_only: 50
    key_and_karma: 0
    key_or_karma: 0
    karma_only: 0

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    'false': 50
    'true': 0

  randomize_starting_region:
    # Whether the starting region should be randomized.
    # 
    # **Default Start**: Do not randomize the starting region.
    # 
    # **Weighted Choice**: Refer to "Possible Starting Regions" option to decide what starting regions can be chosen.
    # 
    # **Any Valid**: The starting region is chosen among every accessible region in the selected game state.
    default_start: 50
    weighted_choice: 0
    any_valid: 0

  possible_starting_regions:
    # Select which regions will be allowed as possible starting locations.
    # Only used when "Randomize Starting Region" option is set to "Weighted Choice".
    # The value on each region influences how likely it is to be selected.
    # Regions not in the list or with a value less than 1 are not selected.
    Aether Ridge: 1
    Badlands: 1
    Chimney Canopy: 1
    Cold Storage: 1
    Coral Caves: 1
    Desolate Tract: 1
    Drainage System / Undergrowth: 1
    Farm Arrays: 1
    Fetid Glen: 1
    Five Pebbles / The Rot: 1
    Fractured Gateways: 1
    Garbage Wastes: 1
    Heat Ducts: 1
    Industrial Complex: 1
    Looks to the Moon: 1
    Metropolis: 1
    Migration Path: 1
    Outer Expanse: 1
    Outskirts: 1
    Pillar Grove: 1
    Pipeyard: 1
    Rusted Wrecks: 1
    Salination: 1
    Shaded Citadel / Silent Construct: 1
    Shoreline / Waterfront Facility: 1
    Shrouded Stacks: 1
    Signal Spires: 1
    Sky Islands: 1
    Stormy Coast: 1
    Submerged Superstructure: 1
    Subterranean: 1
    Sunbaked Alley: 1
    The Exterior: 1
    The Surface: 1
    Torrential Railways: 1
    Torrid Desert: 1
    Turbulent Pump: 1
    Verdant Waterways: 1

  #######################
  # Difficulty settings #
  #######################
  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

  difficulty_monk:
    # The number of different types of non-meats that must be available before The Monk can be logically required.
    # Higher numbers are easier.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  difficulty_hunter:
    # The number of different types of meats that must be available before The Hunter can be logically required.
    # Higher numbers are easier.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  difficulty_outlaw:
    # The number of different types of creatures that must be available before The Outlaw can be logically required.
    # Higher numbers are easier.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 8
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-8: 0 # random value between 1 and 8

  difficulty_nomad:
    # The number of regions that must be accessible before The Nomad can be logically required.
    # Higher numbers are easier.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 3
    # Maximum value is 8
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-3-8: 0 # random value between 3 and 8

  difficulty_chieftain:
    # Whether a Scavenger toll must be accessible before The Chieftain can be logically required.
    # If disabled, Chieftain becomes accessible whenever any Scavengers are accessible.
    'false': 0
    'true': 50

  difficulty_glow:
    # Whether the neuron glow is logically required for Shaded Citadel,
    # parts of lower Pipeyard, and Filtration System.
    'false': 0
    'true': 50

  difficulty_extreme_threats:
    # Whether eliminating an extreme threat could be required (such as for a food quest check).
    # This includes Daddy Long Legs (and variants), Red Lizards, King Vultures, Miros Vultures,
    # Miros Birds, Aquapedes, and Red Centipedes.
    'false': 50
    'true': 0

  difficulty_submerged:
    # Changes the logical requirement for entering Submerged Superstructure.
    # 
    # If off, Submerged has no additional requirement to enter.
    # 
    # If set to aquatic, access to Submerged will expect you to have longer breath time from the Aquatic perk
    # or to be playing as Rivulet. If the Aquatic perk is not in the item pool, this acts the same as "off".
    # 
    # If set to longer cycles, Rivulet will not be expected to enter Submerged until the Longer Cycles item is obtained.
    longer_cycles: 0
    aquatic: 50
    'off': 0

  difficulty_echo_low_karma:
    # How echo apperances work below 5 max karma.
    # Does not affect the echoes in Subterranean and The Exterior, which can always be visited.
    # 
    # **Unaltered**: Vanilla behavior.  Artificer needs a karma flower and other slugcats do not.
    # 
    # **Never**: Echoes cannot appear below 5 karma.
    # 
    # **With Karma Flower**: Echoes may appear below 5 karma
    # if karma flower reinforcement is active and current karma equals max karma.
    # This is the normal behavior for Artificer.
    # 
    # **Without Karma Flower**: Echoes may appear if current karma equals max karma.
    never: 0
    with_karma_flower: 0
    without_karma_flower: 0
    unaltered: 50

  #######################
  # Check pool settings #
  #######################
  checks_foodquest:
    # Which slugcats the food quest should be available to.  Requires MSC.
    all_slugcats: 50
    only_gourmand: 0
    'off': 0

  checks_foodquest_expanded:
    # Whether the food quest should be expanded to include most creatures.
    # Specific food quest checks may be disabled by excluding the locations,
    # and some slugcats will not be required to kill and eat extreme threats if that setting is enabled.
    # Requires MSC.
    'false': 50
    'true': 0

  passage_priority:
    # Number of Passages that are randomly marked as priority checks,
    # increasing the chance that they will contain progression items.
    # These are in addition to any manually-prioritized Passages,
    # and will not override any manually-excluded Passages.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 14
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-14: 0 # random value between 0 and 14

  checks_devtokens:
    # Whether dev commentary tokens should be checks.  Requires MSC.
    'false': 50
    'true': 0

  checks_sheltersanity:
    # Whether each shelter is a check.
    'false': 50
    'true': 0

  checks_submerged:
    # Whether Submerged Superstructure has any checks.
    # If only aquatic is chosen, checks will only be generated
    # if playing Rivulet or the Aquatic perk is in the item pool.
    all_slugcats: 0
    only_aquatic: 50
    'off': 0

  checks_flowersanity:
    # Whether each static karma flower spawn is a check.
    'false': 50
    'true': 0

  ######################
  # Item pool settings #
  ######################
  extra_karma_cap_increases:
    # Number of extra karma cap increases in the pool beyond the minimum required for ascension.
    # For Watcher, this option will also apply to Ripple.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-30: 0 # random value between 0 and 30

  damage_upgrades:
    # Add an amount of items to the pool that permanently increase the damage of thrown spears.
    # Each progressive upgrade adds 10% damage on top of the slugcat's base damage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    6: 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

  expedition_perks:
    # Choose which Expedition perks will be added to the item pool.
    # If an ability in this list is given to a slugcat that innately has it, there is no effect.
    # Requires MSC.
    # 
    # Valid Perks: Back Spear Perk, Dual Wielding Perk, Blast Resistance Perk, Explosive Parry Perk,
    # Explosive Jump Perk, Crafting Perk, Aquatic Perk, Agility Perk
    []

  pct_traps:
    # The percentage of filler items that will be traps.  Set to 0 to remove traps entirely.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  weight_jitter:
    # Each non-zero filler weight receives a random number, up to this jitter value, added to it.
    # The lower the setting, the less likely it is that items with small weights appear in the pool at all.
    # The higher the setting, the lower the influence of the item weights altogether.
    #
    # 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

  #############################
  # Watcher-specific settings #
  #############################
  logic_rotted_generation:
    # Controls the generation of Crumbling Fringes, Corrupted Factories, Decaying Tunnels, and Infested Wastes.
    # 
    # **None**: There will be no checks in rotted vanilla regions, and bad warping will not be required to reach Outer Rim.
    # 
    # **Passthrough**: There will be no checks in rotted vanilla regions, but you may still have to bad warp to reach Outer Rim.
    # 
    # **Full**: Checks will be present in rotted vanilla regions
    none: 0
    passthrough: 50
    full: 0

  logic_ripplespace_min_req:
    # The lowest that your *minimum* Ripple can be before Ripplespace is logically accessible.
    # The default, 5, matches the actual game behavior.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 9
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-9: 0 # random value between 5 and 9

  rotted_region_target:
    # The number of regions that must be rotted for the Rot ending.
    # The default, 21, matches the unaltered game behavior.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 2
    # Maximum value is 21
    21: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-2-21: 0 # random value between 2 and 21

  randomize_weaver:
    # Adds 4 progressive Weaver ability items to the item pool instead of gaining the ability naturally through Weaver encounters.
    # For related ending only, the endings in question are Weaver or True Ending.
    # The Weaver cannot be randomized if the Prince ending is chosen.
    'false': 50
    related_ending_only: 0
    'true': 0

  checks_spread_rot:
    # Whether spreading the Rot to new regions are checks.
    # This option will be force-disabled if "Randomize Weaver Ability" is set to true, or Weaver / True Ending is chosen.
    # For related ending only, the ending in question is the Prince ending.
    'false': 0
    related_ending_only: 50
    'true': 0

  checks_weaver_encounters:
    # Whether each of the 4 Weaver encounters are checks.
    # This is separate from whether the ability itself is randomized.
    # For related ending only, the endings in question are Weaver or True Ending.
    'false': 0
    related_ending_only: 50
    'true': 0

  spinning_top_keys:
    # Whether keys are required to travel through Spinning Top warps.
    'false': 0
    'true': 50

  daemon_keys:
    # Whether keys are required to travel through Daemon warps.
    'false': 50
    'true': 0

  priority_throne:
    # Whether Prince checks should be normal, priority, or excluded locations.
    normal: 50
    priority: 0
    excluded: 0

  watcher_passages:
    # Whether passage tokens will be added to the item pool when playing as Watcher.
    # You will need the mod "Watcher Region Art" enabled in order to use passage tokens in-game.
    # The mod can be found on the Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3660768308
    'false': 50
    'true': 0

  ################################
  # Filler item relative weights #
  ################################
  wt_rocks:
    # The relative weight of rocks in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 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

  wt_spears:
    # The relative weight of spears in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    40: 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

  wt_explosive_spears:
    # The relative weight of explosive spears in the non-trap filler item pool.
    #
    # 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

  wt_grenades:
    # The relative weight of grenades in the non-trap filler item pool.
    #
    # 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

  wt_flashbangs:
    # The relative weight of flashbangs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_sporepuffs:
    # The relative weight of spore puffs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_cherrybombs:
    # The relative weight of cherrybombs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_bubble_weed:
    # The relative weight of bubble weed in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_lanterns:
    # The relative weight of lanterns in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_vulture_masks:
    # The relative weight of vulture masks in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    9: 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

  wt_pearls:
    # The relative weight of pearls in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    9: 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

  wt_beehives:
    # The relative weight of beehives in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_fruit:
    # The relative weight of blue fruit in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    60: 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

  wt_bubblefruit:
    # The relative weight of bubble fruit in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    40: 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

  wt_eggbugeggs:
    # The relative weight of eggbug eggs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_jellyfish:
    # The relative weight of jellyfish in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_mushrooms:
    # The relative weight of mushrooms in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_slimemold:
    # The relative weight of slime mold in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    35: 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

  wt_karma_flowers:
    # The relative weight of karma flowers in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  wt_lilypucks:
    # The relative weight of lilypucks in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_dandelion_peaches:
    # The relative weight of dandelion peaches in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_gooieducks:
    # The relative weight of gooieducks in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_electric_spears:
    # The relative weight of electric spears in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    3: 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

  wt_singularity_bombs:
    # The relative weight of singularity bombs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  wt_joke_rifles:
    # The relative weight of joke rifles in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  wt_fireeggs:
    # The relative weight of firebug eggs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  wt_hellspears:
    # The relative weight of hell spears in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  wt_glowweed:
    # The relative weight of glow weed in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_boomerangs:
    # The relative weight of boomerangs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_poison_spears:
    # The relative weight of poison spears in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_graffiti_bombs:
    # The relative weight of graffiti bombs in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  wt_rot_fruit:
    # The relative weight of rot fruits in the non-trap filler item pool.
    #
    # 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

  wt_fire_sprite_larva:
    # The relative weight of fire sprite larvae in the non-trap filler item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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 relative weights #
  #########################
  wt_stuns:
    # The relative weight of stun traps in the trap filler item pool.
    # Stun traps will briefly stun the slugcat, as if they were hit with a rock.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    60: 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

  wt_zoomies:
    # The relative weight of zoomies traps in the trap filler item pool.
    # Zoomies traps will make the slugcat update at double speed for a short time.
    # This will increase movement speed, but make platforming more difficult.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    50: 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

  wt_timers:
    # The relative weight of timer traps in the trap filler item pool.
    # Timer traps will reduce the remaining time left in the current cycle.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    50: 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

  wt_alarms:
    # The relative weight of alarm traps in the trap filler item pool.
    # Alarm traps will alert every creature in the region to the slugcats position for some time.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_gravity:
    # The relative *weight* of gravity traps in the trap filler item pool.
    # Gravity traps will disable gravity for a short time.
    # This has no effect in rooms with gravity effects already present (For example, in Five Pebbles).
    #
    # 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

  wt_rains:
    # The relative weight of rain traps in the trap filler item pool.
    # Rain traps will activate strong pre-cycle rain for a short time.
    # If MSC is not enabled, this effect will only be visual.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    50: 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

  wt_redlizard:
    # The relative weight of red lizard traps in the trap filler item pool.
    # Red lizard traps will spawn a red lizard in an adjacent room.
    # It will also know the slugcat's position for a short time.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_redcentipede:
    # The relative weight of red centipede traps in the trap filler item pool.
    # Red centipede traps will spawn a red centipede in an adjacent room.
    # It will also know the slugcat's position for a short time.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_spitterspider:
    # The relative weight of spitter spider traps in the trap filler item pool.
    # Spitter spider traps will spawn multiple spitter spiders in an adjacent room(s).
    # They will also know the slugcat's position for a short time.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_brotherlonglegs:
    # The relative weight of brother long legs traps in the trap filler item pool.
    # Brother long legs traps will spawn multiple BLLs in an adjacent room(s).
    # They will also know the slugcat's position for a short time.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_daddylonglegs:
    # The relative weight of daddy long legs traps in the trap filler item pool.
    # Daddy long legs traps will spawn a Daddy long legs in an adjacent room.
    # It will also know the slugcat's position for a short time.
    #
    # 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

  wt_responsibility:
    # The relative weight of responsibility traps in the trap filler item pool.
    # Responsibility traps will spawn a slugpup in an adjacent room.
    # It will also know the slugcat's position for a short time.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    30: 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

  wt_ripplespawn:
    # The relative weight of ripple spawn traps in the trap filler item pool.
    # Ripple spawn traps will spawn a large amount of Ripple amoeba in the current room that chase the slugcat.
    # Before the Glow is obtained these will be invisible, making them much more dangerous.
    #
    # 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

  wt_blizzardlizard:
    # The relative weight of blizzard lizard traps in the trap filler item pool.
    # Blizzard Lizard traps will spawn a blizzard lizard in an adjacent room.
    # It will also know the slugcat's position for a short time.
    #
    # 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

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