# 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 Voices of the Void Template

game: Voices of the Void
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Voices of the Void: 0.5.0 # Version of the world required for this yaml to work as expected.

Voices of the Void:
  ################
  # Game Options #
  ################
  objective:
    # Determines what is the objective of the run.
    kerfur_omega: 50
    hell_rock: 0
    white_argemia_plush: 0
    black_argemia_plush: 0
    lambert_plush: 0
    green_cabinet: 0
    survive: 0

  enable_crafted_capsule:
    # Determines if the Crafted Radioactive Capsule is added as a location.
    'false': 50
    'true': 0

  survive_day:
    # Determines the day you need to survive to if the objective is Survive.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    50: 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

  death_link:
    # Determins if death link is enabled in this run.
    'false': 50
    'true': 0

  ###########################
  # Item & Location Options #
  ###########################
  day_as_items:
    # Determines if you need to unlock days as items.
    'false': 50
    'true': 0

  scrap_recipes_as_items:
    # Determines if you need to unlock scrap recipes as items.
    'false': 50
    'true': 0

  upgrades_as_items:
    # Determines if specific upgrades will be created as items.
    none: 0
    useful: 50
    all: 0

  physical_modules_as_items:
    # Determines if physical modules will be created as items.
    none: 0
    useful: 50
    all: 0

  atv_upgrades_as_items:
    # Determines if ATV upgrades will be created as items.
    none: 0
    useful: 50
    all: 0

  doors_as_items:
    # Determines if doors started jammed and have to be found.
    'false': 50
    'true': 0

  bonus_points_chance:
    # Determines the chance for any junk item to become Bonus Points.
    # Set it to 0 for logic to attempt placing all filler items.
    # If there are more locations than items, remaining slots will always be filled with Bonus Points.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  bonus_points_amount:
    # Determines the amount of points the Bonus Points filler item will give.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  survive_days_locations:
    # Determines the maximum day to create "Survive Day N" location for.
    # 0 will generate none.
    # NOTE: If the objective is Survive, the goal day is used instead.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  signal_locations:
    # Determines the number of "Sell Level N Signal" locations to create, one for each signal level.
    # 0 will generate none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  backwards_signal_levels:
    # Determines if selling a signal also gives you a location for all the levels underneath.
    # For example, selling a level 2 signal would also give a level 0 and level 1 location.
    'false': 0
    'true': 50

  daily_task_locations:
    # Determines the number of "Daily Task Done" locations to create.
    # 0 will generate none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  fuse_replacement_locations:
    # Determines the number of "Replace Fuse" locations to create.
    # 0 will generate none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  server_repair_locations:
    # Determines the number of "Repair Server" locations to create.
    # 0 will generate none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  transformer_repair_locations:
    # Determines the number of "Repair Transformer" locations to create.
    # 0 will generate none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  trash_bags_locations:
    # Determines the number of "Sell 24 Full Trash Bags" locations to create.
    # 0 will generate none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-30: 0 # random value between 0 and 30

  maintenance_tasks:
    # Determines if maintenance advancements are locations.
    'false': 50
    'true': 0

  cooking_tasks:
    # Determines if cooking advancements are locations.
    'false': 50
    'true': 0

  rock_candles:
    # Determines if lighting the rock candles are locations.
    'false': 50
    'true': 0

  chicken_sandwiches:
    # Determines if the chicken sandwiches are included as locations.
    'false': 0
    'true': 50

  buried_items:
    # Determines if items that require digging out are included as locations.
    # Locations required by the objective are always enabled (Example: the ball joints for Kerfur-Omega)
    'false': 0
    'true': 50

  time_sensitive:
    # Determines if locations that are in-game-time-sensitive are enabled.
    'false': 50
    'true': 0

  funny_setting:
    # Determines if items that require the "funny setting" are included as locations and items.
    'false': 50
    'true': 0

  argemia_plushes:
    # Determines what argemia plushes are present as locations.
    # None: No Argemia plushes
    # RGB: Only the Red, Green, and Blue Argemia plushes
    # RGBYCM: All the Argemia plushes except the nuclear ones (adds an item to get the "lifecrystal" signal)
    # All: All the Argemia plushes
    none: 0
    rgb: 50
    rgbycm: 0
    all: 0

  kerfur_omega_enabled:
    # Determines if Kerfur-Omega locations and items should be enabled, even if it's not the objective.
    # Does not include the final location.
    'false': 0
    'true': 50

  hell_rock_enabled:
    # Determines if Hell Rock locations and items should be enabled, even if it's not the objective.
    # Does not include the final location.
    'false': 0
    'true': 50

  lambert_plush_enabled:
    # Determines if Lambert Plush locations and items should be enabled, even if it's not the objective.
    # Does not include the final location.
    'false': 50
    'true': 0

  green_cabinet_enabled:
    # Determines if Green Cabinet locations and items should be enabled, even if it's not the objective.
    # Does not include the final location.
    'false': 0
    'true': 50

  trap_chance:
    # Determines the chance for any junk item to become a trap.
    # Set it to 0 for no traps.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  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.
    []
