# 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 Factorio: Space Age Template'

game: 'Factorio: Space Age'
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    'Factorio: Space Age': 2.2.4 # Version of the world required for this yaml to work as expected.

'Factorio: Space Age':
  ################
  # 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

  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.
    space_science: 0
    any_other_planet_science: 50
    aquilo_orbit: 0
    aquilo_orbit_10_science: 0
    solar_system_edge: 0
    solar_system_edge_11_science: 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.
    nauvis: 50
    vulcanus: 0
    gleba: 0
    fulgora: 0

  allow_imported_blueprints:
    # Allow blueprints imported from outside the current game.
    'false': 0
    'true': 50

  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.
    'false': 50
    'true': 0

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

  world_gen_asteroid_spawn_rate:
    # Percentage modifier for spawning asteroids.
    # Ignored when world_gen is set to 'custom'.
    # TODO: unimplemented.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 400
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-10-400: 0 # random value between 10 and 400

  world_gen_spoil_rate:
    # Percentage modifier for spoiling rate. Higher rate is faster spoiling.
    # Ignored when world_gen is set to 'custom'.
    # TODO: unimplemented.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 1000
    100: 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

  world_gen_custom:
    # 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
    {}

  ################
  # 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.
    vanilla: 50
    removed: 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
    only_related: 0
    large_groups: 50

  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.
    vanilla: 0
    shuffled: 50
    removed: 0

  tech_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.
    none: 0
    advancement: 0
    recipient: 0
    recipient_advancement: 50
    full: 0

  ####################
  # 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.
    'false': 0
    'true': 50

  starting_items:
    # Mapping of Factorio internal item-name to amount granted on start.
    {}

  free_samples:
    # Get free items with your recipe unlocks.
    # These are not considered by logic.
    none: 0
    single_craft: 0
    half_stack: 0
    stack: 50

  free_samples_quality:
    # If free samples are on, determine the quality of the granted items.
    normal: 50
    uncommon: 0
    rare: 0
    epic: 0
    legendary: 0

  free_sample_excludes:
    # Recipes that when unlocked should never grant Free Samples of their products.
    # Fluids, barreling/unbarreling, and biter eggs are always excluded.
    ['automation-science-pack', 'logistic-science-pack', 'military-science-pack', 'chemical-science-pack', 'production-science-pack', 'utility-science-pack', 'space-science-pack', 'metallurgic-science-pack', 'agricultural-science-pack', 'electromagnetic-science-pack', 'cryogenic-science-pack', 'promethium-science-pack']

  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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5000
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5000: 0 # random value between 1 and 5000

  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.
    early_game: 0
    mid_game: 0
    vanilla: 50

  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.
    #
    # 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

  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.
    vanilla: 0
    buffed_ratio: 0
    buffed_speed: 50
    alternate_explosives: 0

  #########
  # 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.
    'false': 0
    'true': 50

  require_logistics:
    # Logically require underground belts and splitters for logistic science pack automation (green science).
    'false': 0
    'true': 50

  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.
    'false': 0
    'true': 50

  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.
    'false': 0
    'true': 50

  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.)
    'false': 0
    'true': 50

  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.
    easy: 50
    medium: 0
    hard: 0
    none: 0

  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.
    'false': 0
    'true': 50

  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.
    'false': 0
    'true': 50

  require_seed_disposal:
    # Logically require either heating towers or recyclers to automate agricultural science pack.
    'false': 0
    'true': 50

  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.
    'false': 0
    'true': 50

  require_dark_power:
    # Logically require nuclear power to reach Aquilo.
    # Otherwise, you may need to rely on poorly performing solar panels in dark space.
    'false': 0
    'true': 50

  require_fast_inserter:
    # Logically require fast inserters to automate advanced circuits.
    'false': 0
    'true': 50

  require_assembling_machine_2:
    # Logically require assembling machine 2 to automate advanced circuits.
    'false': 0
    'true': 50

  require_fluid_handling:
    # Logically require pumps and storage tanks for advanced oil processing.
    'false': 0
    'true': 50

  require_construction_robots:
    # Logically require construction robots before automating production or utility science (purple/yellow) or traveling to another planet.
    'false': 0
    'true': 50

  require_logistic_robots:
    # Logically require requester chests and logistic robots before traveling to another planet.
    'false': 0
    'true': 50

  require_asteroid_processing:
    # Logically require asteroid reprocessing and advanced asteroid processing to reach Aquilo.
    'false': 0
    'true': 50

  require_heating_tower:
    # Logically require heating towers to heat buildings on Aquilo.
    # Otherwise, you may need to ship in nuclear fuel cells.
    'false': 0
    'true': 50

  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.
    atomic bomb: true
    gun turret and firearm magazine: false
    gun turret and piercing rounds magazine: false
    gun turret and uranium rounds magazine: true
    land mine: false
    poison capsule: true
    railgun: true
    rocket turret and explosive rocket: false
    rocket turret and rocket: false
    tesla turret: true

  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".
    gun turret and firearm magazine: false
    gun turret and piercing rounds magazine: false
    gun turret and uranium rounds magazine: true
    land mine and construction robot: true
    railgun: true
    rocket turret: true
    tesla turret: true

  ###############
  # 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.
    'false': 0
    'true': 50

  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.
    early_game: 0
    mid_game: 50
    fulgora: 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.
    'false': 0
    'true': 50

  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.
    'false': 50
    'true': 0

  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.
    'false': 50
    'true': 0

  ################
  # 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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 700
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-700: 0 # random value between 0 and 700

  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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_artillery_shell_damage_weight:
    # Weighted chance that a filler item is progressive-artillery-shell-damage
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_artillery_shell_range_weight:
    # Weighted chance that a filler item is progressive-artillery-shell-range
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_artillery_shell_speed_weight:
    # Weighted chance that a filler item is progressive-artillery-shell-speed
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_asteroid_productivity_weight:
    # Weighted chance that a filler item is progressive-asteroid-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_electric_weapons_damage_weight:
    # Weighted chance that a filler item is progressive-electric-weapons-damage
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_follower_robot_count_weight:
    # Weighted chance that a filler item is progressive-follower-robot-count
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_health_weight:
    # Weighted chance that a filler item is progressive-health
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_laser_weapons_damage_weight:
    # Weighted chance that a filler item is progressive-laser-weapons-damage
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_low_density_structure_productivity_weight:
    # Weighted chance that a filler item is progressive-low-density-structure-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_mining_productivity_weight:
    # Weighted chance that a filler item is progressive-mining-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_physical_projectile_damage_weight:
    # Weighted chance that a filler item is progressive-physical-projectile-damage
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_plastic_bar_productivity_weight:
    # Weighted chance that a filler item is progressive-plastic-bar-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_processing_unit_productivity_weight:
    # Weighted chance that a filler item is progressive-processing-unit-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_railgun_damage_weight:
    # Weighted chance that a filler item is progressive-railgun-damage
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_railgun_shooting_speed_weight:
    # Weighted chance that a filler item is progressive-railgun-shooting-speed
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_refined_flammables_weight:
    # Weighted chance that a filler item is progressive-refined-flammables
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_research_productivity_weight:
    # Weighted chance that a filler item is progressive-research-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_rocket_fuel_productivity_weight:
    # Weighted chance that a filler item is progressive-rocket-fuel-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_rocket_part_productivity_weight:
    # Weighted chance that a filler item is progressive-rocket-part-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_scrap_recycling_productivity_weight:
    # Weighted chance that a filler item is progressive-scrap-recycling-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_steel_plate_productivity_weight:
    # Weighted chance that a filler item is progressive-steel-plate-productivity
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_stronger_explosives_weight:
    # Weighted chance that a filler item is progressive-stronger-explosives
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  filler_worker_robots_speed_weight:
    # Weighted chance that a filler item is progressive-worker-robots-speed
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  attack_trap_weight:
    # Weighted chance that a filler item is a trap that when received triggers an attack on your base.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  grenade_trap_weight:
    # Weighted chance that a filler item is a trap that when received triggers a grenade explosion on each player.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  cluster_grenade_trap_weight:
    # Weighted chance that a filler item is a trap that when received triggers a cluster grenade explosion on each player.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  artillery_trap_weight:
    # Weighted chance that a filler item is a trap that when received triggers an artillery shell on each player.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  evolution_trap_weight:
    # Weighted chance that a filler item is a trap that when received increase the enemy evolution.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  evolution_trap_increase:
    # 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...)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # 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-1-100: 0 # random value between 1 and 100

  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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

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

  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.
    []
