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https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-27 11:43:23 -07:00
Options formatting fixes, lower minimum ExplorationCollectableCount, add new Explorer starting inventory items preset
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@@ -47,7 +47,8 @@ class ChoiceMap(Choice, metaclass=ChoiceMapMeta):
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class ElevatorTier(NamedRange):
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"""
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Put these Shipments to Space Elevator packages in logic.
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if your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments.
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Milestones past these packages will unchanged from the base game.
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If your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments.
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"""
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display_name = "Space Elevator shipments in logic"
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default = 2
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@@ -107,7 +108,8 @@ class ResourceSinkPointsPerMinute(NamedRange):
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Does nothing if *AWESOME Sink Points (per minute)* goal is not enabled.
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Continuously Sink an amount of items to maintain a sink points per minute of this amount of points for 10 minutes to finish.
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This setting is in *points per minute* on the orange track so no DNA Capsules!
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This setting is in *points per minute* on the orange track, so DNA Capsules don't count.
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This option's presets are example production thresholds - you don't have to sink exactly those specific items.
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Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth.
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"""
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@@ -343,6 +345,15 @@ _default_plus_foundations_starting_items = _default_starting_items + [
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"Building: Half Foundation"
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]
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_explorer_starting_items = _default_plus_foundations_starting_items + [
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"Single: Parachute",
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"Single: Blade Runners",
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"Single: Object Scanner",
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"Single: Boom Box",
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"Expanded Toolbelt",
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"Inflated Pocket Dimension"
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]
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_foundation_lover_starting_items = _default_plus_foundations_starting_items + [
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"Bundle: Iron Plate", "Bundle: Iron Plate", "Bundle: Iron Plate",
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"Bundle: Concrete", "Bundle: Concrete", "Bundle: Concrete"
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@@ -358,6 +369,7 @@ class StartingInventoryPreset(ChoiceMap):
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- **Archipelago**: The starting items we think will lead to a fun experience.
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- **Foundations**: 'Archipelago' option, but also guaranteeing that you have foundations unlocked at the start.
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- **Foundation Lover**: You really like foundations.
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- **Explorer**: 'Foundations' option plus one set of early exploration equipment (Parachute, Blade Runners, Object Scanner, Boom Box).
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"""
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display_name = "Starting Goodies Presets"
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choices = {
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@@ -365,7 +377,8 @@ class StartingInventoryPreset(ChoiceMap):
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"Skip Tutorial Inspired": _skip_tutorial_starting_items,
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"Archipelago": _default_starting_items,
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"Foundations": _default_plus_foundations_starting_items,
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"Foundation Lover": _foundation_lover_starting_items
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"Foundation Lover": _foundation_lover_starting_items,
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"Explorer": _explorer_starting_items
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}
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default = "Archipelago"
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@@ -373,28 +386,29 @@ class ExplorationCollectableCount(Range):
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"""
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Does nothing if *Exploration Collectables* goal is not enabled.
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Collect this amount of Mercer Spheres, Somersloops, Harddrives, Paleberry, Beryl Nut and Bacon Agaric each to finish.
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Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts and Bacon Agarics each to finish.
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The amount for Mercer Spheres is 2x the selected amount
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The amount for Somersloops is the selected amount
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The amount for Harddrives is 1/5th the selected amount
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The amount for Paleberry is 10x the selected amount
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The amount for Beryl Nut is 20x the selected amount
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The amount for Bacon Agaric is the selected amount
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- The amount of **Mercer Spheres** is **2x** the selected amount
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- The amount of **Somersloops** is **the** selected amount
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- The amount of **Hard Drives** is **1/5th** the selected amount
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- The amount of **Paleberries** is **10x** the selected amount
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- The amount of **Beryl Nuts** is **20x** the selected amount
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- The amount of **Bacon Agarics** is **the** selected amount
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"""
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display_name = "Exploration Collectables"
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default = 20
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range_start = 20
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range_start = 5
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range_end = 100
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class MilestoneCostMultiplier(Range):
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"""
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Multiplies the amount of resources needed to unlock a milestone by this factor
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Multiplies the amount of resources needed to unlock a Milestone by this factor.
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The value is in percentage:
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50 = half cost
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100 = normal milestone cost
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200 = double the cost
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- **50** = half cost
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- **100** = normal milestone cost
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- **200** = double the cost
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"""
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display_name = "Milestone cost multiplier %"
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default = 100
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@@ -429,13 +443,13 @@ class GoalRequirement(Choice):
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class RandomizeTier0(DefaultOnToggle):
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"""
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Randomizes the recipes used to craft the default unlocked parts:
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Randomizes what recipes you use to craft the default unlocked parts:
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Iron Ingot, Iron Plate, Iron Rod, Copper Ingot, Wire, Concrete, Screw, Reinforced Iron Plate
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* They could require usage of Foundries or Assemblers that will than also get unlocked by default if needed
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* They could require other ores to be mixed in
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* Could require usage of Foundries or Assemblers (which get unlocked by default if needed, at reduced build costs)
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* Could require other ores to be mixed in via alt recipes (which will become hand-craftable if needed)
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"""
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display_name = "Randomize default part recipes"
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display_name = "Randomize Default Part Recipes"
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@dataclass
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class SatisfactoryOptions(PerGameCommonOptions, DeathLinkMixin):
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@@ -524,7 +538,7 @@ option_presets: dict[str, dict[str, Any]] = {
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"splitter_placement": int(Placement.somewhere),
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"trap_selection_preset": 3 # Harder
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},
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"Extra long": {
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"Extra Long": {
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"final_elevator_package": 5,
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"goal_selection": {"Space Elevator Tier", "AWESOME Sink Points (per minute)"},
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"goal_requirement": GoalRequirement.option_require_all_goals,
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