# 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 Slime Rancher 2 Template

game: Slime Rancher 2
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Slime Rancher 2: 0.12.2 # Version of the world required for this yaml to work as expected.

Slime Rancher 2:
  ################
  # 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:
    # The win condition for this game.
    # 
    # - labyrinth_open: Open both Grey Labyrinth entrances using Radiant Projectors.
    # - newbucks: Accumulate a lifetime Newbucks threshold (set by Newbucks Goal Amount).
    # - prismacore: Complete the main story — stabilize the Prismacore.
    # - slimepedia: Unlock all Slimepedia entries across your enabled Slimepedia categories
    #   (Slimes, Resources, and/or Radiant Slimes). At least one category must be enabled.
    #   The goal fires when every entry in every enabled category is unlocked.
    # - plort_seller: Sell a set number of plorts of EACH type at the Plort Market
    #   (amount rolled between Plort Goal Amount Min and Max). All 25 plort types are in
    #   scope, including the 5 Grey Labyrinth plorts; Gold and Yolky plorts are excluded
    #   with Exclude RNG-Dependent Slimes, and Dervish and Tangle plorts with Exclude
    #   Weather-Dependent Checks.
    labyrinth_open: 50
    newbucks: 0
    prismacore: 0
    slimepedia: 0
    plort_seller: 0

  newbucks_goal_amount:
    # Lifetime Newbucks required to complete the Newbucks goal.
    # Uses lifetime total (unaffected by spending), so farming is always progress.
    # Only relevant when Goal is set to newbucks.
    '10000': 0
    '25000': 0
    '50000': 50
    '100000': 0
    '250000': 0
    '1000000': 0

  plort_goal_amount_min:
    # The smallest number of plorts of each type that can be required by the plort_seller
    # goal. The actual per-seed amount is rolled between Min and Max (set both to the same
    # value for a fixed goal). If Min is higher than Max, the two values are swapped.
    # Only relevant when Goal is set to plort_seller.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 250
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-250: 0 # random value between 1 and 250

  plort_goal_amount_max:
    # The largest number of plorts of each type that can be required by the plort_seller
    # goal. Only relevant when Goal is set to plort_seller.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 250
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-250: 0 # random value between 1 and 250

  #############
  # Locations #
  #############
  randomize_pods:
    # Include the 113 Treasure Pods as location checks.
    'false': 0
    'true': 50

  randomize_gordos:
    # Include up to 17 static Gordo Slimes as location checks.
    # 14 are always in scope; 3 in the Grey Labyrinth are only included for
    # the prismacore and slimepedia goals.
    'false': 0
    'true': 50

  randomize_map_nodes:
    # Include up to 17 Map Data Nodes as location checks.
    # 10 are always in scope; 7 in the Grey Labyrinth are only included for
    # the prismacore and slimepedia goals.
    'false': 0
    'true': 50

  randomize_fabricator:
    # Include the 38 Fabricator upgrade crafts as location checks.
    # Crafting a Vacpack upgrade at the Fabricator sends a check instead of granting
    # the upgrade directly — the upgrade arrives via the Archipelago item pool.
    # 27 crafts are always in scope; 11 require Grey Labyrinth access
    # (goal: prismacore or slimepedia).
    'false': 0
    'true': 50

  randomize_slimepedia:
    # Include the 29 Slimepedia Slimes category entries as location checks.
    'false': 0
    'true': 50

  randomize_slimepedia_resources:
    # Include the 54 Slimepedia Resources category entries as location checks.
    # Covers all food types (veggies, fruits, hens/chicks), craft materials,
    # and special resources (Moondew Nectar, Snowball, Prisma materials).
    'false': 50
    'true': 0

  randomize_slimepedia_radiant:
    # Include the 22 Radiant Slimepedia entries as location checks.
    # A Radiant Slime entry is unlocked the first time the player catches a radiant
    # variant of that slime type. Radiant slimes are rare random world spawns;
    # use Radiant Spawn Rate Multiplier to increase how often they appear.
    'false': 50
    'true': 0

  randomize_research_drones:
    # Include 36 Research Drone location checks: 23 main entries (approaching each drone)
    # plus 13 archive pages (reading the drone's second page, unlocked by the Drone Archive Key).
    'false': 50
    'true': 0

  randomize_ghostly_drones:
    # Include up to 10 Ghostly Drone location checks.
    # 7 are always in scope; 3 in the Grey Labyrinth are only included for
    # the prismacore and slimepedia goals.
    'false': 50
    'true': 0

  randomize_plort_doors:
    # Controls whether the 28 plort doors (PuzzleSlotLockable, lockTag='plort_door') are included
    # as location checks. These are the coloured plort-locked doors found throughout Ember Valley (4),
    # Rainbow Fields (1), Starlight Strand (12), and the Grey Labyrinth (11).
    # 
    # The Powderfall Bluffs region gate door is NOT included here — it is handled separately by
    # the Region Access Mode setting. Grey Labyrinth shadow plort doors (depositor doors) are also
    # NOT included — those are always in the pool when the Grey Labyrinth is in scope.
    # 
    # vanilla:   Plort doors work as normal; no location checks are sent.
    # locations: Filling a plort door sends an Archipelago location check. The door opens normally.
    vanilla: 50
    locations: 0

  randomize_plort_market:
    # Include up to 25 Plort Market location checks — one per sellable plort type.
    # The first time each plort type is deposited at the market sends a check.
    # 20 plorts are always in scope; 5 in the Grey Labyrinth (Shadow, Sloomber, Twin,
    # Hyper, Prisma) are only included for the prismacore and slimepedia goals.
    'false': 50
    'true': 0

  randomize_shop:
    # Include location checks for buying items at the Polestar Provisions shop
    # (Conservatory — always open, Newbucks only).
    # A random selection of the shop's 149 items become checks, spread across the shop's
    # price tiers; the number of checks is rolled between Shop Check Count Min and Max.
    # 84 items are on sale from the start of the game; the other 65 only appear in the
    # shop after visiting Ember Valley (14), Starlight Strand (7), Powderfall Bluffs (1),
    # or the Grey Labyrinth (43), and carry matching regional logic. Grey Labyrinth shop
    # items are never selected when the goal is Open the Grey Labyrinth.
    # The first purchase of a selected item sends the check instead of granting its
    # decoration blueprint, and that item then reads as sold out. Items that were not
    # selected behave completely vanilla.
    'false': 50
    'true': 0

  shop_check_count_min:
    # The smallest number of Polestar Provisions shop items that can become location checks.
    # Only used when Randomize Polestar Provisions Shop is enabled. If this is higher than
    # Shop Check Count Max, the two values are swapped. Counts above the number of eligible
    # items (e.g. with Grey Labyrinth shop items excluded by the goal) are clamped.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 149
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-149: 0 # random value between 1 and 149

  shop_check_count_max:
    # The largest number of Polestar Provisions shop items that can become location checks.
    # Only used when Randomize Polestar Provisions Shop is enabled.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 149
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-149: 0 # random value between 1 and 149

  randomize_conservatory_expansions:
    # Include the 5 Conservatory expansion terminals as location checks.
    # The expansions unlock: The Gully, The Tidepools, The Archway, The Den, The Digsite.
    # Interacting with a terminal sends a check at no Newbucks cost. The expansion itself
    # only unlocks when the corresponding Access item is received from the item pool.
    'false': 50
    'true': 0

  randomize_sanctuary:
    # Include post-game Sanctuary content in the seed.
    # Currently adds one location: "Slimepedia: Sprinkles", which is unlocked by bringing
    # radiant slimes and decorations to the Sanctuary after finishing the main story.
    # With this off, Sprinkles is neither a check nor required by the Complete the
    # Slimepedia goal, so that goal can be finished without post-game content.
    # Requires Randomize Slimepedia (Resources) for the location to appear.
    'false': 50
    'true': 0

  conversation_checks:
    # Controls which CommStation conversations count as location checks.
    # 
    # - none: No conversations are location checks. All ranchers give vanilla gifts directly.
    # - conditional: The 10 conversations with confirmed zone or chain access conditions.
    #   Includes the full rancher intro-call chain (Viktor/Mochi/Ogden/Thora), Viktor's Radiant
    #   Projector Blueprint, Thora's Gordo Snare Advanced, Mochi's Archive Key, and BOb's intro
    #   call, first gift, and story call (BOb requires visiting Ember Valley and Starlight Strand).
    # - all: Every conversation — decorative gifts, story/lore, and deflect dialogue (~120 total).
    #   WARNING: Only recommended for async (asynchronous) multiworld games. Many conversations
    #   are gated behind real-world time delays of 1–3 in-game days each, and the full chain
    #   of all conversations can take many play sessions to complete. In a synchronous game
    #   where other players are waiting on your checks, this mode is likely to become a
    #   bottleneck. Use `conditional` for synchronous play.
    none: 50
    conditional: 0
    all: 0

  exclude_rng_slimes:
    # When enabled, removes location checks that depend on rare slimes the player
    # cannot reliably control:
    # 
    # - Slimepedia: Gold Slime, Lucky Slime, Yolky Slime
    # - Radiant Slimepedia: Yolky
    # - Fabricator: Golden Sureshot I, II, and III (require Gold Plorts to craft)
    # - Plort Market: Gold Plort, Yolky Plort
    # - Polestar Provisions: Golden Yolky Statue (only appears in the shop after a
    #   Yolky discovery)
    # 
    # When the goal is set to slimepedia, these entries are also excluded from the
    # win condition — the goal fires without them being unlocked.
    # 
    # Useful for players who find passive-spawn-only checks frustrating or RNG-gated.
    'false': 50
    'true': 0

  exclude_weather_checks:
    # When enabled, removes location checks that depend on weather events the
    # player cannot control:
    # 
    # - Slimepedia: Tangle Slime, Dervish Slime
    # - Radiant Slimepedia: Tangle, Dervish
    # - Slimepedia Resources: Lightning Mote, Storm Glass, Drift Crystal
    # - Plort Market: Dervish Plort, Tangle Plort
    # 
    # When the goal is set to slimepedia, these entries are also excluded from the
    # win condition — the goal fires without them being unlocked.
    # 
    # Useful for players who prefer not to wait on specific weather patterns.
    'false': 50
    'true': 0

  #######################
  # Ranch Randomization #
  #######################
  randomize_plots:
    # Add the ranch's 32 plot spots to the item pool as per-area progressive unlocks
    # (Conservatory 8, The Gully 5, The Tidepools 5, The Archway 5, The Den 5,
    # The Digsite 4). Empty plots cannot be built on until enough "Ranch Plot" items
    # for that area have been received; each item lets you build on one more plot of
    # your choice in its area. Demolishing a building frees its slot again.
    # Starting Plots pre-grants some Conservatory plots so early ranching is possible.
    'false': 50
    'true': 0

  starting_plots:
    # How many Conservatory plot unlocks you start with when Randomize Ranch Plots is
    # enabled. The remaining Conservatory unlocks go into the item pool. Set to 0 for
    # no ranching at all until your first Ranch Plot item arrives.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    2: 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

  randomize_plot_buildings:
    # Add the 6 plot building types (Corral, Coop, Garden, Silo, Pond, Incinerator)
    # to the item pool as "... Plans" items. A building type cannot be constructed on
    # any plot until its Plans item has been received — its entry is hidden from the
    # plot build menu until then.
    'false': 50
    'true': 0

  randomize_plot_upgrades:
    # Add all 21 plot building upgrades (corral walls, garden sprinkler, silo storage
    # slots, plort collectors, ...) to the item pool. An upgrade cannot be purchased on
    # any plot until its item has been received — its entry is hidden from the plot
    # menu until then. Deluxe Coop / Deluxe Garden still also require their vanilla
    # prerequisites.
    'false': 50
    'true': 0

  ##############
  # Difficulty #
  ##############
  region_access_mode:
    # Controls how region gate switches are handled.
    # 
    # - vanilla: Region gates work as in the base game — activating a switch opens the zone
    #   immediately. No region access items are added to the pool.
    # - locations: Gate switches become blocked location checks. The corresponding region gate
    #   will not open until the matching Region Access item is received from the item pool.
    # - bundled: Same as locations, but also grants the corresponding zone teleporter blueprint
    #   automatically when the Region Access item is received.
    vanilla: 50
    locations: 0
    bundled: 0

  disable_tarr:
    # When enabled, Tarr slimes (traps and checks) are removed from the randomizer entirely:
    # - The Slimepedia Tarr entry is excluded from the location pool (even when
    #   Randomize Slimepedia is on).
    # - Tarr Spawn Trap and Tarr Rain Trap are removed from the trap pool regardless
    #   of their individual weight settings.
    # 
    # Use this if you prefer to play without Tarr.
    'false': 50
    'true': 0

  tarr_instakill:
    # When enabled, Tarr bites always kill the player instantly regardless of current health
    # or the Incoming Damage Multiplier setting.
    # Off by default — Tarr deal their normal 20 base damage (scaled by the multiplier).
    'false': 50
    'true': 0

  incoming_damage_multiplier:
    # Multiplier applied to all incoming damage the player receives.
    # 1 = normal damage (default).
    # 2 = double damage.
    # 5 = five times normal damage.
    # Note: a Tarr bite deals 20 base damage. At 5x this equals 100, which kills the player
    # at default health — but is survivable with Health Tank upgrades.
    #
    # 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

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

  ###################
  # Quality of Life #
  ###################
  start_with_resource_harvester:
    # When enabled, the Resource Harvester upgrade is granted at the start of the game
    # instead of being shuffled into the item pool.
    # The Resource Harvester allows the player to gather craft materials from resource nodes.
    # Useful for players who find early crafting progression gating frustrating.
    'false': 50
    'true': 0

  gordo_feed_requirement:
    # Percentage of the vanilla feed count required to pop a Gordo.
    # Vanilla gordos require 50 slimes (most types) or 25 (some types).
    # This option scales that count by the given percentage.
    # 
    # 100 = vanilla feed counts (default).
    # 75  = 75% of vanilla — e.g. 50-slime gordos require 38.
    # 50  = half the vanilla count — e.g. 50-slime gordos require 25.
    # 25  = quarter of the vanilla count — e.g. 50-slime gordos require 13.
    # 10  = minimum allowed — approximately 5 slimes for a standard gordo.
    # 150 = 150% of vanilla — e.g. 50-slime gordos require 75.
    # 200 = double the vanilla count — e.g. 50-slime gordos require 100.
    # 
    # The result is always at least 1 regardless of the percentage.
    # Applies to all gordos including player-placed Gordo Snares.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 200
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-10-200: 0 # random value between 10 and 200

  plort_market_mode:
    # Controls plort market saturation at game start.
    # 
    # - disabled: Vanilla behavior — market prices start at their normal levels and decrease
    #   as you sell plorts.
    # - 5_items: The market starts fully saturated (minimum prices for all plort types).
    #   Five Market Recovery (20%) items are added to the pool; each restores 20% of every
    #   plort's price. Collecting all five returns prices to their normal maximum.
    # - 10_items: Same as 5_items, but ten Market Recovery (10%) items are added instead —
    #   finer-grained price recovery at the cost of needing more items to reach full prices.
    # 
    # While this mode is active, selling plorts does not increase market saturation —
    # Market Recovery items are the only thing that changes plort prices.
    disabled: 50
    5_items: 0
    10_items: 0

  all_radiant_slimes:
    # When enabled, every slime encounter spawns as a radiant variant — the shuffle-bag
    # algorithm is bypassed entirely and DrawFromRadiantShuffleBag always returns true.
    # 
    # If this is on, Radiant Spawn Rate Multiplier has no additional effect and can be
    # left at its default value of 1.
    # 
    # Only relevant when Randomize Slimepedia (Radiant Slimes) is enabled; harmless otherwise.
    'false': 50
    'true': 0

  radiant_spawn_rate_multiplier:
    # Multiplier applied to radiant slime spawn frequency.
    # SR2 uses a shuffle-bag algorithm: each slime type has a bag of N encounters;
    # when the bag empties the next encounter with that type is guaranteed radiant.
    # This option divides all bag sizes by the multiplier, making radiant slimes
    # appear proportionally more often.
    # 
    # 1 = vanilla rates (default). Typical bag sizes range from 25 (Yolky) to 2000 (Pink).
    # 2 = radiant slimes appear ~2× as often.
    # 5 = radiant slimes appear ~5× as often.
    # 10 = radiant slimes appear ~10× as often.
    # 50 = radiant slimes appear ~50× as often (near-guaranteed on every other encounter;
    #      bag sizes are floored at 2 so a radiant is never certain on every spawn).
    # 
    # Has no effect when All Radiant Slimes is enabled.
    # Only relevant when Randomize Slimepedia (Radiant Slimes) is enabled; harmless otherwise.
    #
    # 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

  gold_lucky_spawn_rate_multiplier:
    # Multiplier applied to Gold and Lucky slime spawn weight.
    # SR2 uses a weight-based system: each DirectedActorSpawner has a SlimeSet where each
    # member has a Weight value. Gold and Lucky slimes have very small weights (typically 1–5)
    # compared to common slimes (50–200+), making them rare.
    # This option multiplies all Gold and Lucky member weights by the given value.
    # 
    # 1 = vanilla weights (default).
    # 2 = Gold/Lucky weights doubled — roughly 2× more frequent.
    # 5 = Gold/Lucky weights ×5 — noticeably more common.
    # 10 = Gold/Lucky weights ×10 — frequent encounters in most zones.
    # 35 = Gold/Lucky weights ×35 — very common; note that Gold slimes drop large amounts
    #      of Newbucks, so high values will significantly accelerate the economy and may
    #      trivialize the Newbucks goal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 35
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-35: 0 # random value between 1 and 35

  force_heavy_weather:
    # When enabled, weather events always spawn at their maximum severity (Heavy tier).
    # Light and Medium weather phases are skipped — patterns jump directly to Heavy as
    # soon as they start.
    # Flat single-state patterns (Slime Rain, Snow) are unaffected.
    # On by default — ensures players can reliably farm the zone-specific resources
    # that only appear during severe weather (Slime Rain spawns, snow-exclusive items, etc.).
    'false': 0
    'true': 50

  weather_frequency_multiplier:
    # Multiplier applied to weather event frequency.
    # SR2 schedules weather events every 0.25–1.0 in-game hours by default.
    # This option divides that interval by the multiplier, making weather changes start more often but last for less time
    # 
    # 1 = vanilla interval (default).
    # 2 = weather starts twice as frequently.
    # 4 = weather starts four times as frequently.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  #########
  # Traps #
  #########
  trap_percentage:
    # Percentage of filler item slots that are replaced with trap items.
    # Set to 0 to disable traps entirely.
    # Which trap types appear and how often is controlled by the individual Trap Weight options.
    #
    # 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

  tarr_spawn_trap_weight:
    # Relative weight of the Tarr Spawn Trap in the trap pool.
    # Tarr Spawn places two Tarr directly next to the player.
    # Set to 0 to exclude this trap type entirely.
    #
    # 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

  teleport_trap_weight:
    # Relative weight of the Teleport Trap in the trap pool.
    # Teleport sends the player to a random accessible zone entrance.
    # Set to 0 to exclude this trap type entirely.
    #
    # 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

  tarr_rain_trap_weight:
    # Relative weight of the Tarr Rain Trap in the trap pool.
    # Tarr Rain triggers the Slime Rain weather event, but Tarr fall from the sky instead of slimes.
    # Set to 0 to exclude this trap type entirely.
    #
    # 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

  vacpack_spew_trap_weight:
    # Relative weight of the Vacpack Spew Trap in the trap pool.
    # Vacpack Spew launches all items currently in the player's vacpack as physical world objects
    # and clears every slot — everything you were carrying flies out at once.
    # Set to 0 to exclude this trap type entirely.
    #
    # 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

  vacpack_fill_trap_weight:
    # Relative weight of the Vacpack Fill Trap in the trap pool.
    # Vacpack Fill fills every empty slot in the player's vacpack with Pink slimes to capacity.
    # Set to 0 to exclude this trap type entirely.
    #
    # 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

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