# 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 Stardew Valley Template

game: Stardew Valley
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.
  game:
    Stardew Valley: 6.0.0 # Version of the world required for this yaml to work as expected.

Stardew Valley:
  ################
  # Game Options #
  ################
  ###########
  # General #
  ###########
  goal:
    # Goal for this playthrough
    # Community Center: Complete the Community Center
    # Grandpa's Evaluation: 4 lit candles in Grandpa's evaluation
    # Bottom of the Mines: Reach level 120 in the mines
    # Cryptic Note: Complete the quest "Cryptic Note" (Skull Cavern Floor 100)
    # Master Angler: Catch every fish. Adapts to Fishsanity
    # Complete Collection: Complete the museum collection
    # Full House: Get married and have 2 children
    # Greatest Walnut Hunter: Find 130 Golden Walnuts. Pairs well with Walnutsanity
    # Protector of the Valley: Complete the monster slayer goals. Adapts to Monstersanity
    # Full Shipment: Ship every item. Adapts to Shipsanity
    # Gourmet Chef: Cook every recipe. Adapts to Cooksanity
    # Craft Master: Craft every item
    # Legend: Earn 10 000 000g
    # Mystery of the Stardrops: Find every stardrop
    # Allsanity: Complete every check in your slot
    # Perfection: Attain Perfection
    community_center: 50
    grandpa_evaluation: 0
    bottom_of_the_mines: 0
    cryptic_note: 0
    master_angler: 0
    complete_collection: 0
    full_house: 0
    greatest_walnut_hunter: 0
    protector_of_the_valley: 0
    full_shipment: 0
    gourmet_chef: 0
    craft_master: 0
    legend: 0
    mystery_of_the_stardrops: 0
    allsanity: 0
    perfection: 0

  farm_type:
    # What farm to play on?
    # Custom farms are not supported
    standard: 0
    riverland: 0
    forest: 0
    hill_top: 0
    wilderness: 0
    four_corners: 0
    beach: 0
    meadowlands: 0
    random: 50

  bundle_randomization:
    # What items are needed for the community center bundles?
    # Vanilla: Standard bundles from the vanilla game
    # Thematic: Every bundle will require random items compatible with their original theme
    # Remixed: Picks bundles at random from thematic, vanilla remixed and new custom ones
    # Remixed Anywhere: Remixed, but bundles are not locked to specific rooms.
    # Shuffled: Every bundle will require random items and follow no particular structure
    vanilla: 0
    thematic: 0
    remixed: 50
    remixed_anywhere: 0
    shuffled: 0

  bundle_price:
    # How many items are needed for the community center bundles?
    # Minimum: Every bundle will require only one item
    # Very Cheap: Every bundle will require 2 items fewer than usual
    # Cheap: Every bundle will require 1 item fewer than usual
    # Normal: Every bundle will require the vanilla number of items
    # Expensive: Every bundle will require 1 extra item
    # Very Expensive: Every bundle will require 2 extra items
    # Maximum: Every bundle will require many extra items
    minimum: 0
    very_cheap: 0
    cheap: 0
    normal: 50
    expensive: 0
    very_expensive: 0
    maximum: 0

  entrance_randomization:
    # Should area entrances be randomized?
    # Disabled: No entrance randomization is done
    # Pelican Town: Only doors in the main town area are randomized with each other
    # Non Progression: Only entrances that are always available are randomized with each other
    # Buildings: All entrances that allow you to enter a building are randomized with each other
    # Buildings Without House: Buildings, but excluding the farmhouse
    # Chaos: Same as "Buildings", but the entrances get reshuffled every single day!
    disabled: 50
    pelican_town: 0
    non_progression: 0
    buildings_without_house: 0
    buildings: 0
    chaos: 0

  exclude_ginger_island:
    # Exclude Ginger Island?
    # This option will forcefully exclude everything related to Ginger Island from the slot.
    # If you pick a goal that requires Ginger Island, this option will get forced to 'false'
    'false': 50
    'true': 0

  #################
  # Major Unlocks #
  #################
  season_randomization:
    # Should seasons be randomized?
    # Disabled: Start in Spring with all seasons unlocked.
    # Randomized: Start in a random season and the other 3 must be unlocked randomly.
    # Randomized Not Winter: Same as randomized, but the start season is guaranteed not to be winter.
    # Progressive: Start in Spring and unlock the seasons in their original order.
    disabled: 0
    randomized: 50
    randomized_not_winter: 0
    progressive: 0

  cropsanity:
    # Pierre now sells a random amount of seasonal seeds and Joja sells them without season requirements, but only in huge packs.
    # Disabled: All the seeds are unlocked from the start, there are no location checks for growing and harvesting crops
    # Enabled: Seeds are unlocked as archipelago items, for each seed there is a location check for growing and harvesting that crop
    disabled: 0
    enabled: 50

  backpack_progression:
    # Shuffle the backpack?
    # Vanilla: You can buy backpacks at Pierre's General Store.
    # Progressive: You will randomly find Progressive Backpack upgrades.
    # Early Progressive: Same as progressive, but one backpack will be placed early in the multiworld.
    vanilla: 0
    progressive: 0
    early_progressive: 50

  tool_progression:
    # Shuffle the tool upgrades?
    # Vanilla: Clint will upgrade your tools with metal bars.
    # Progressive: Your tools upgrades are randomized.
    # Cheap: Tool Upgrades have a 60% discount
    # Very Cheap: Tool Upgrades have an 80% discount
    vanilla: 0
    progressive: 50
    vanilla_cheap: 0
    vanilla_very_cheap: 0
    progressive_cheap: 0
    progressive_very_cheap: 0

  elevator_progression:
    # Shuffle the elevator?
    # Vanilla: Reaching a mineshaft floor unlocks the elevator for it
    # Progressive: You will randomly find Progressive Mine Elevators to go deeper.
    # Progressive from previous floor: Same as progressive, but you cannot use the elevator to check elevator locations.
    #     You must reach elevator floors on your own.
    vanilla: 0
    progressive: 0
    progressive_from_previous_floor: 50

  skill_progression:
    # Shuffle skill levels?
    # Vanilla: Leveling up skills is normal
    # Progressive: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are excluded
    # With Masteries: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are included
    vanilla: 0
    progressive: 0
    progressive_with_masteries: 50

  building_progression:
    # Shuffle Carpenter Buildings?
    # Vanilla: You can buy each building normally.
    # Progressive: You will receive the buildings and will be able to build the first one of each type for free,
    #     once it is received. If you want more of the same building, it will cost the vanilla price.
    # Cheap: Buildings will have a 50% discount
    # Very Cheap: Buildings will have an 80% discount
    vanilla: 0
    vanilla_cheap: 0
    vanilla_very_cheap: 0
    progressive: 0
    progressive_cheap: 50
    progressive_very_cheap: 0

  ###################
  # Extra Shuffling #
  ###################
  festival_locations:
    # Shuffle Festival Activities?
    # Disabled: You do not need to attend festivals
    # Easy: Every festival has checks, but they are easy and usually only require attendance
    # Hard: Festivals have more checks, and many require performing well, not just attending
    disabled: 0
    easy: 50
    hard: 0

  arcade_machine_locations:
    # Shuffle the arcade machines?
    # Disabled: The arcade machines are not included.
    # Victories: Each Arcade Machine will contain one check on victory
    # Victories Easy: Same as Victories, but both games are made considerably easier.
    # Full Shuffling: The arcade machines will contain multiple checks each, and different buffs that make the game
    #     easier are in the item pool. Junimo Kart has one check at the end of each level.
    #     Journey of the Prairie King has one check after each boss, plus one check for each vendor equipment.
    disabled: 0
    victories: 0
    victories_easy: 0
    full_shuffling: 50

  special_order_locations:
    # Shuffle Special Orders?
    # Vanilla: The special orders are not included in the Archipelago shuffling. You may need to complete some of them anyway for their vanilla rewards
    # Board Only: The Special Orders on the board in town are location checks
    # Board and Qi: The Special Orders from Mr Qi's walnut room are checks, in addition to the board in town
    # Short: All Special Order requirements are reduced by 40%
    # Very Short: All Special Order requirements are reduced by 80%
    vanilla: 0
    board: 0
    board_qi: 0
    vanilla_short: 0
    board_short: 50
    board_qi_short: 0
    vanilla_very_short: 0
    board_very_short: 0
    board_qi_very_short: 0

  quest_locations:
    # Include location checks for quests
    # None: No quests are checks
    # Story: Only story quests are checks
    # Number: Story quests and help wanted quests are checks up to the specified amount. Multiple of 7 recommended
    # Out of every 7 help wanted quests, 4 will be item deliveries, and then 1 of each for: Fishing, Gathering and Slaying Monsters.
    # Extra Help wanted quests might be added if current settings don't have enough locations
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 56
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-56: 0 # random value between 0 and 56
    none: 0 # equivalent to -1
    story: 0 # equivalent to 0
    minimum: 50 # equivalent to 7
    normal: 0 # equivalent to 14
    lots: 0 # equivalent to 28
    maximum: 0 # equivalent to 56

  fishsanity:
    # Locations for catching each fish the first time?
    # None: There are no locations for catching fish
    # Legendaries: Each of the 5 legendary fish are checks, plus the extended family if qi board is turned on
    # Special: A curated selection of strong fish are checks
    # Randomized: A random selection of fish are checks
    # All: Every single fish in the game is a location that contains an item.
    # Exclude Legendaries: Every fish except legendaries
    # Exclude Hard Fish: Every fish under difficulty 80
    # Only Easy Fish: Every fish under difficulty 50
    none: 50
    legendaries: 0
    special: 0
    randomized: 0
    all: 0
    exclude_legendaries: 0
    exclude_hard_fish: 0
    only_easy_fish: 0

  museumsanity:
    # Locations for museum donations?
    # None: There are no locations for donating artifacts and minerals to the museum
    # Milestones: The donation milestones from the vanilla game are checks
    # Randomized: A random selection of minerals and artifacts are checks
    # All: Every single donation is a check
    none: 0
    milestones: 50
    randomized: 0
    all: 0

  friendsanity:
    # Shuffle Friendships?
    # None: Friendship hearts are earned normally
    # Bachelors: Hearts with bachelors are shuffled
    # Starting NPCs: Hearts for NPCs available immediately are shuffled
    # All: Hearts for all npcs are shuffled, including Leo, Kent, Sandy, etc
    # All With Marriage: All hearts for all npcs are shuffled, including romance hearts up to 14 when applicable
    none: 50
    bachelors: 0
    starting_npcs: 0
    all: 0
    all_with_marriage: 0

  friendsanity_heart_size:
    # If using friendsanity, how many hearts are received per heart item, and how many hearts must be earned to send a check
    # A higher value will lead to fewer heart items in the item pool, reducing bloat
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 8
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-8: 0 # random value between 1 and 8

  monstersanity:
    # Locations for slaying monsters?
    # None: There are no checks for slaying monsters
    # One per Category: Every category visible at the adventure guild gives one check
    # One per Monster: Every unique monster gives one check
    # Monster Eradication Goals: The Monster Eradication Goals each contain one check
    # Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 60%
    # Very Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 90%
    # Progressive Eradication Goals: The Monster Eradication Goals each contain 5 checks, each 20% of the way
    # Split Eradication Goals: The Monster Eradication Goals are split by monsters, each monster has one check
    none: 0
    one_per_category: 50
    one_per_monster: 0
    goals: 0
    short_goals: 0
    very_short_goals: 0
    progressive_goals: 0
    split_goals: 0

  shipsanity:
    # Locations for shipping items?
    # None: There are no checks for shipping items
    # Crops: Every crop and forageable being shipped is a check
    # Fish: Every fish being shipped is a check except legendaries
    # Full Shipment: Every item in the Collections page is a check
    # Full Shipment With Fish: Every item in the Collections page and every fish is a check
    # Everything: Every item in the game that can be shipped is a check
    none: 50
    crops: 0
    fish: 0
    full_shipment: 0
    full_shipment_with_fish: 0
    everything: 0

  cooksanity:
    # Locations for cooking food?
    # None: There are no checks for cooking
    # Queen of Sauce: Every Queen of Sauce Recipe can be cooked for a check
    # All: Every cooking recipe can be cooked for a check
    none: 50
    queen_of_sauce: 0
    all: 0

  chefsanity:
    # Locations for learning cooking recipes?
    # Vanilla: All cooking recipes are learned normally
    # Queen of Sauce: Every Queen of Sauce episode is a check, all Queen of Sauce recipes are items
    # Purchases: Every purchasable recipe is a check
    # Friendship: Recipes obtained from friendship are checks
    # Skills: Recipes obtained from skills are checks
    # All: Learning every cooking recipe is a check
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 15
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-15: 0 # random value between 0 and 15
    none: 50 # equivalent to 0
    queen_of_sauce: 0 # equivalent to 1
    purchases: 0 # equivalent to 2
    qos_and_purchases: 0 # equivalent to 3
    skills: 0 # equivalent to 4
    friendship: 0 # equivalent to 8
    all: 0 # equivalent to 15

  craftsanity:
    # Checks for crafting items?
    # If enabled, all recipes purchased in shops will be checks as well.
    # Recipes obtained from other sources will depend on their respective archipelago settings
    none: 50
    all: 0

  booksanity:
    # Shuffle Books?
    # None: All books behave like vanilla
    # Power: Power books are turned into checks
    # Power and Skill: Power and skill books are turned into checks.
    # All: Lost books are also included in the shuffling
    none: 0
    power: 0
    power_skill: 50
    all: 0

  walnutsanity:
    # Shuffle Walnuts?
    # Puzzles: Walnuts obtained from solving a special puzzle or winning a minigame
    # Bushes: Walnuts that are in a bush and can be collected by clicking it
    # Dig Spots: Walnuts that are underground and must be digged up. Includes Journal scrap walnuts
    # Repeatables: Random chance walnuts from normal actions (fishing, farming, combat, etc)
    []

  #########################
  # Multipliers and Buffs #
  #########################
  starting_money:
    # Amount of gold when arriving at the farm.
    # Set to -1 or unlimited for infinite money
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50000
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50000: 0 # random value between 0 and 50000
    unlimited: 0 # equivalent to -1
    vanilla: 0 # equivalent to 500
    extra: 0 # equivalent to 2000
    rich: 50 # equivalent to 5000
    very rich: 0 # equivalent to 20000
    filthy rich: 0 # equivalent to 50000

  profit_margin:
    # Multiplier over all gold earned in-game by the player.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 25
    # Maximum value is 400
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-25-400: 0 # random value between 25 and 400
    quarter: 0 # equivalent to 25
    half: 0 # equivalent to 50
    normal: 50 # equivalent to 100
    double: 0 # equivalent to 200
    triple: 0 # equivalent to 300
    quadruple: 0 # equivalent to 400

  experience_multiplier:
    # How fast you want to earn skill experience.
    # A lower setting mean less experience.
    # A higher setting means more experience.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 25
    # Maximum value is 800
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-25-800: 0 # random value between 25 and 800
    half: 0 # equivalent to 50
    vanilla: 0 # equivalent to 100
    double: 50 # equivalent to 200
    triple: 0 # equivalent to 300
    quadruple: 0 # equivalent to 400

  friendship_multiplier:
    # How fast you want to earn friendship points with villagers.
    # A lower setting mean less friendship per action.
    # A higher setting means more friendship per action.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 25
    # Maximum value is 800
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-25-800: 0 # random value between 25 and 800
    half: 0 # equivalent to 50
    vanilla: 0 # equivalent to 100
    double: 50 # equivalent to 200
    triple: 0 # equivalent to 300
    quadruple: 0 # equivalent to 400

  debris_multiplier:
    # How much debris will spawn on the player's farm?
    # Vanilla: debris spawns normally
    # Half: debris will spawn at half the normal rate
    # Quarter: debris will spawn at one quarter of the normal rate
    # None: No debris will spawn on the farm, ever
    # Start Clear: debris will spawn at the normal rate, but the farm will be completely clear when starting the game
    vanilla: 0
    half: 50
    quarter: 0
    none: 0
    start_clear: 0

  movement_buff_number:
    # Number of movement speed buffs to the player that exist as items in the pool.
    # Each movement speed buff is a +25% multiplier that stacks additively
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 12
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-12: 0 # random value between 0 and 12

  enabled_filler_buffs:
    # Enable various permanent player buffs to roll as filler items
    # Luck: Increased daily luck
    # Damage: Increased Damage %
    # Defense: Increased Defense
    # Immunity: Increased Immunity
    # Health: Increased Max Health
    # Energy: Increased Max Energy
    # Bite Rate: Shorter delay to get a bite when fishing
    # Fish Trap: Effect similar to the Trap Bobber, but weaker
    # Fishing Bar Size: Increased Fishing Bar Size
    ['Bite Rate', 'Luck', 'Defense']

  trap_difficulty:
    # When rolling filler items, including resource packs, the game can also roll trap items.
    # Trap items are negative items that cause problems or annoyances for the player.
    # This setting is for choosing how punishing traps will be.
    # Lower difficulties will be on the funny annoyance side, higher difficulty will be on the extreme problems side.
    # Only play Nightmare at your own risk.
    no_traps: 0
    easy: 0
    medium: 50
    hard: 0
    hell: 0
    nightmare: 0

  trap_distribution:
    # Specify the weighted chance of rolling individual traps when rolling random filler items.
    # The average filler item should be considered to be "100", as in 100%.
    # So a trap on "200" will be twice as likely to roll as any filler item. A trap on "10" will be 10% as likely.
    # You can use weight "0" to disable this trap entirely. The maximum weight is 1000, for x10 chance
    Babies Trap: 100
    Bark Trap: 100
    Benjamin Budton Trap: 100
    Bomb Trap: 100
    Burnt Trap: 100
    Darkness Trap: 100
    Debris Trap: 100
    Drought Trap: 100
    Frozen Trap: 100
    Inflation Trap: 100
    Jinxed Trap: 100
    Meow Trap: 100
    Monsters Trap: 100
    Nauseated Trap: 100
    Nudge Trap: 100
    Pariah Trap: 100
    Random Teleport Trap: 100
    Shuffle Trap: 100
    Slimed Trap: 100
    Taxes Trap: 100
    The Crows Trap: 100
    Time Flies Trap: 100
    Weakness Trap: 100

  multiple_day_sleep_enabled:
    # Enable the ability to sleep automatically for multiple days straight?
    'false': 0
    'true': 50

  multiple_day_sleep_cost:
    # How much gold it will cost to use MultiSleep. You will have to pay that amount for each day skipped.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200
    free: 50 # equivalent to 0
    cheap: 0 # equivalent to 10
    medium: 0 # equivalent to 25
    expensive: 0 # equivalent to 50
    very expensive: 0 # equivalent to 100

  quick_start:
    # Do you want the quick start package? You will get a few items to help early game automation,
    # so you can use the multiple day sleep at its maximum.
    'false': 0
    'true': 50

  ####################
  # Advanced Options #
  ####################
  gifting:
    # Do you want to enable gifting items to and from other Archipelago slots?
    # Items can only be sent to games that also support gifting
    'false': 0
    'true': 50

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

  mods:
    # List of mods that will be included in the shuffling.
    []

  bundle_plando:
    # If using Remixed bundles, this guarantees some of them will show up in your community center.
    # If more bundles are specified than what fits in their parent room, that room will randomly pick from only the plando ones
    []

  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

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