Options formatting fixes, lower minimum ExplorationCollectableCount, add new Explorer starting inventory items preset

This commit is contained in:
Rob B
2025-06-09 18:40:13 -04:00
parent d44928c930
commit 48af1b2e88

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@@ -47,7 +47,8 @@ class ChoiceMap(Choice, metaclass=ChoiceMapMeta):
class ElevatorTier(NamedRange):
"""
Put these Shipments to Space Elevator packages in logic.
if your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments.
Milestones past these packages will unchanged from the base game.
If your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments.
"""
display_name = "Space Elevator shipments in logic"
default = 2
@@ -107,7 +108,8 @@ class ResourceSinkPointsPerMinute(NamedRange):
Does nothing if *AWESOME Sink Points (per minute)* goal is not enabled.
Continuously Sink an amount of items to maintain a sink points per minute of this amount of points for 10 minutes to finish.
This setting is in *points per minute* on the orange track so no DNA Capsules!
This setting is in *points per minute* on the orange track, so DNA Capsules don't count.
This option's presets are example production thresholds - you don't have to sink exactly those specific items.
Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth.
"""
@@ -343,6 +345,15 @@ _default_plus_foundations_starting_items = _default_starting_items + [
"Building: Half Foundation"
]
_explorer_starting_items = _default_plus_foundations_starting_items + [
"Single: Parachute",
"Single: Blade Runners",
"Single: Object Scanner",
"Single: Boom Box",
"Expanded Toolbelt",
"Inflated Pocket Dimension"
]
_foundation_lover_starting_items = _default_plus_foundations_starting_items + [
"Bundle: Iron Plate", "Bundle: Iron Plate", "Bundle: Iron Plate",
"Bundle: Concrete", "Bundle: Concrete", "Bundle: Concrete"
@@ -358,6 +369,7 @@ class StartingInventoryPreset(ChoiceMap):
- **Archipelago**: The starting items we think will lead to a fun experience.
- **Foundations**: 'Archipelago' option, but also guaranteeing that you have foundations unlocked at the start.
- **Foundation Lover**: You really like foundations.
- **Explorer**: 'Foundations' option plus one set of early exploration equipment (Parachute, Blade Runners, Object Scanner, Boom Box).
"""
display_name = "Starting Goodies Presets"
choices = {
@@ -365,7 +377,8 @@ class StartingInventoryPreset(ChoiceMap):
"Skip Tutorial Inspired": _skip_tutorial_starting_items,
"Archipelago": _default_starting_items,
"Foundations": _default_plus_foundations_starting_items,
"Foundation Lover": _foundation_lover_starting_items
"Foundation Lover": _foundation_lover_starting_items,
"Explorer": _explorer_starting_items
}
default = "Archipelago"
@@ -373,28 +386,29 @@ class ExplorationCollectableCount(Range):
"""
Does nothing if *Exploration Collectables* goal is not enabled.
Collect this amount of Mercer Spheres, Somersloops, Harddrives, Paleberry, Beryl Nut and Bacon Agaric each to finish.
Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts and Bacon Agarics each to finish.
The amount for Mercer Spheres is 2x the selected amount
The amount for Somersloops is the selected amount
The amount for Harddrives is 1/5th the selected amount
The amount for Paleberry is 10x the selected amount
The amount for Beryl Nut is 20x the selected amount
The amount for Bacon Agaric is the selected amount
- The amount of **Mercer Spheres** is **2x** the selected amount
- The amount of **Somersloops** is **the** selected amount
- The amount of **Hard Drives** is **1/5th** the selected amount
- The amount of **Paleberries** is **10x** the selected amount
- The amount of **Beryl Nuts** is **20x** the selected amount
- The amount of **Bacon Agarics** is **the** selected amount
"""
display_name = "Exploration Collectables"
default = 20
range_start = 20
range_start = 5
range_end = 100
class MilestoneCostMultiplier(Range):
"""
Multiplies the amount of resources needed to unlock a milestone by this factor
Multiplies the amount of resources needed to unlock a Milestone by this factor.
The value is in percentage:
50 = half cost
100 = normal milestone cost
200 = double the cost
- **50** = half cost
- **100** = normal milestone cost
- **200** = double the cost
"""
display_name = "Milestone cost multiplier %"
default = 100
@@ -429,13 +443,13 @@ class GoalRequirement(Choice):
class RandomizeTier0(DefaultOnToggle):
"""
Randomizes the recipes used to craft the default unlocked parts:
Randomizes what recipes you use to craft the default unlocked parts:
Iron Ingot, Iron Plate, Iron Rod, Copper Ingot, Wire, Concrete, Screw, Reinforced Iron Plate
* They could require usage of Foundries or Assemblers that will than also get unlocked by default if needed
* They could require other ores to be mixed in
* Could require usage of Foundries or Assemblers (which get unlocked by default if needed, at reduced build costs)
* Could require other ores to be mixed in via alt recipes (which will become hand-craftable if needed)
"""
display_name = "Randomize default part recipes"
display_name = "Randomize Default Part Recipes"
@dataclass
class SatisfactoryOptions(PerGameCommonOptions, DeathLinkMixin):
@@ -524,7 +538,7 @@ option_presets: dict[str, dict[str, Any]] = {
"splitter_placement": int(Placement.somewhere),
"trap_selection_preset": 3 # Harder
},
"Extra long": {
"Extra Long": {
"final_elevator_package": 5,
"goal_selection": {"Space Elevator Tier", "AWESOME Sink Points (per minute)"},
"goal_requirement": GoalRequirement.option_require_all_goals,